D&D 5E Q&A 10/17/13 - Crits, Damage on Miss, Wildshape

It seems to me that the idea behind Great Weapon Fighting is that the weapon hits hard. What might not penetrate armor all the time still leaves an opponent ringing when hit with the force of a strong guy using both hands.
OK. What happens when the attack just misses completely? That's why I think there's room for saying "if you miss the target AC by "only this much" you still do minor strength damage. Miss by much more and your swing just doesn't connect at all. It's easy to imagine. Let's not overthink it.

But Ok fine. From a hardline process simulation perspective how do we justify the crazy dexterous fey spirit that's whole shtick is that you never touch it? If that drives you crazy, house rule that the Great Weapon fighting feature doesn't work against creatures who have high dex modifiers in their AC. Let it be in an "advanced module" but the basic idea should be easily grock-able from just reading the description.

The default in the basic game should be somewhere between the two perspectives. We don't need a rule for everything, but we want the game to be more than just "fate token" justifications or whatever.
 
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It seems to me that the idea behind Great Weapon Fighting is that the weapon hits hard. What might not penetrate armor all the time still leaves an opponent ringing when hit with the force of a strong guy using both hands.
OK. What happens when the attack just misses completely? That's why I think there's room for saying "if you miss the target AC by "only this much" you still do minor strength damage. Miss by much more and your swing just doesn't connect at all. It's easy to imagine. Let's not overthink it.

But Ok fine. From a hardline process simulation perspective how do we justify the crazy dexterous fey spirit that's whole shtick is that you never touch it? If that drives you crazy, house rule that the Great Weapon fighting feature doesn't work against creatures who have high dex modifiers in their AC. Let it be in an "advanced module" but the basic idea should be easily grock-able from just reading the description.

The default in the basic game should be somewhere between the two perspectives. We don't need a rule for everything, but we want the game to be more than just "fate token" justifications or whatever.

Hmm.

Well, it also only applies to Great Weapons - large, menacing things.

I think the better way to explain this is that when properly trained, a swing with such a weapon can basically occupy so much of the target 5'x5' square that you are effectively going to be hit by it. The only question is whether it's going to really slam into you or if you'll be able to deflect it by stance or the quality of your armour

(I neither love nor hate the rule in question, but I'd happily run games with players using it)
 

Hmm.

Well, it also only applies to Great Weapons - large, menacing things.

I think the better way to explain this is that when properly trained, a swing with such a weapon can basically occupy so much of the target 5'x5' square that you are effectively going to be hit by it. The only question is whether it's going to really slam into you or if you'll be able to deflect it by stance or the quality of your armour

(I neither love nor hate the rule in question, but I'd happily run games with players using it)

So you're effectively going to be hit every time, barring a fumble on a 1? That just seems like too much. It's impossible to, say... jump over a great axe swung at your feet, but only impossible if the guy is using both hands?

Saying the weapon is occupying so much of a 5x5 square that a weapon will score a glancing blow more often than a regular weapon would sounds good. I have no problem with that.

But I'm already getting annoyed at the problematic player who likes to gloat "I never miss because I'm using a bastard sword!" I mean, sure, getting annoyed- that's my problem but still... it seems like such an easy solution to a simple problem.
 
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So you're effectively going to be hit every time, barring a fumble on a 1? That just seems like too much. It's impossible to, say... jump over a great axe swung at your feet, but only impossible if the guy is using both hands?

Also problematic about this is that the logic depends on a very particular fiction. Realistically, a 4' long blade sweeping an arc isn't occupying much more of a 5' square than a 3' long blade sweeping an arc. That 5'x5'x'5 cube is still mostly empty in most cases. The extra distance you might have to move to dodge away from one blade or the other, seems to make a little bit of sense, but only if our model of combat involves the target filling up most of the 5'x5'x5' square. But for Mag Queen of Petals, who is only 4 inches tall, the extra width of the blade or the extra length of the blade is a lot less relevant than the fact that the blade is still pretty thin (hence sharp). She only needs float up, or down, a few inches to evade a blade of any length completely. So again, or explanation fails in the general case.

And, I should say, that I intended Mag as an extreme example for the sake of clarity. Mag is a real character in my game, and a long time ago she even featured in an adventure. However, the problems while less extreme are still present for everything that has even some of Mag's qualities of being evasive. She isn't an edge case. The case is all over the place and in everything less than say attacking a Gelatinous Cube. She's just an extreme case to highlight the magnitude that the problem can reach in hopes of getting people not to ignore it, or at least to convey where my difficulty lies.

Saying the weapon is occupying so much of a 5x5 square that a weapon will score a glancing blow more often than a regular weapon sounds good. I have no problem with that.

When I left D&D the first time, back in the early 90's, one of the systems that caught my eye was GULLIVER, an extension of the GURPS rules to provide for greater realism (no, seriously). GULLIVER had a lot of cool ideas, some of which later found their way into the official rules for GURPS and some of its ideas I've seen informing all sorts of modern systems, M&M for example, but it was really really heavy on process - to the point that resolving actions often resembled solving physics problems and designing monsters involved a lot of complex calculations that make 3e's process seem tame (designing a starship under the official GURPS rules is closer). One thing GULLIVER actually did was try to model fly swatters as weapons. Basically, the idea was to figure out based on the movement rate, you size, and the width of the object attacking whether you could move far enough out of the way to evade the attack. So that way you could realistically model the decreased difficulty of swatting a fly with a fly swatter compared to your sword, of a giant stepping on you, or of a superhero swinging a couch or a semi like a club and hitting a target. And it all worked, and was logical.. it just took a minute or so and some scratch paper to work out.

But I can promise you that the GULLIVER model for all of that didn't look like straight up 'damage on miss', and that even a simplified model of 'flyswatter' rules wouldn't look like 'damage on a miss'. For one thing, if you've used a flyswatter, you know they don't always hit and aren't modeled well as a large sized two-handed weapon that does massive damage.
 

Can you please cite that definition? It is not one that the rules use - obviously - given that they include, as a possible consequence of a miss, the dealing of damage! Page 2 of the "How to Play" document defines a hit as an attack roll which, after relevant bonuses and penalties are applied, equals or exceeds the AC of the target.
Page 2 also says the following; "To hit the target, your result must be equal to or greater than the AC. If you hit, you deal damage with your attack, reducing your target’s hit points."
I believe it is the next line.
Funnily it doesn't define what a miss is. Presumably a miss is the opposite of a hit. So, "to miss a target, you result must be less than the AC. If you miss, you do not deal damage with your attack, and do not reduce the target's hit points."

Or in the Combat section (under basic attacks) p.19:
"If you hit, you roll damage, unless your attack specifies otherwise."
So, a miss is "If you miss, you do not roll damage, unless your attack specifies otherwise."

And the attack in question would presumably refer to the ability we have issue with. But since you are asking for a definition in the rules what miss is that is the best I can give.

Except to additionally say that assuming that 'specifics overrides general' that this damage on a miss would hit on a 1, where the rules do specify that you miss.

But unfortunately the pdfs only gives so much information on what happens on a miss - namely nothing. Miss an attack on a unseen target - you roll too low or they aren't there. Miss on a perception check, you fail to see the target. In every circumstance a miss is a failure, not a half-failure.

Obviously if this ability is in play then damage can be dealt without hitting on an attack.
But unless you are saying this ability is valid because the ability says it is valid, what you are saying here is not an argument. We are conversing about how well an ability is designed or how well it fits. If I say 'poorly' because it is inconsistent with the book, your argument can't be "but its in the book." That is rather cyclical of whether it deserves to be.

At the mechanical level, the player has a "fiat" ability - s/he can simply declare an attack and thereby bring it about that, in the fiction, the target is somewhat worn down. In the fiction, the fighter in question is so unrelenting that every 6 seconds of combat with this guy guarantees that the target will be on a trajectory towards death.
Okay we are going to have to get more specific here. I'm going to assume we are using YOUR version that the fighter tires the target out until they die. NOT Rodney's version that some part of the attack is so brutal it transitions through the armor of the target.
(This requires that I put aside everything Rodney did say, and the implications there upon.)

Now, outside of the ability saying that he is so unrelenting that he somehow deals the fighter's STR to the target every round they are in melee (or rather every round he makes an unsuccessful attack) what do you have to say that it SHOULD be this way? What about being in combat with this guy is so tiring that he can kill you without landing a solid blow? Without landing a blow (as you say) he cannot poison you, for example, but he can still kill you? He can't poison but he can still deal lethal damage in the form of tiring out a pixie/immortal that otherwise never tires or sleeps.

Beyond this, as Celebrim brought up and I echoed, why is it that a fighter is so unrelenting that he is able to tire a target out, even if that target is an immortal creature doing nothing more than dodging every attack, without also having that fighter also be tired out by wielding his greatsword.

You are having him kill the target through a series of tiny cuts, without actually killing him through a series of tiny cuts - interesting.

I don't know what you think the attack roll models, and so I don't know what you think it's exclusion from the resolution process is modelling. But presumably you are familiar with the idea of games with fate points, which players can spend in order to fiat outcomes rather than rely on the dice? In that case, it might help you to think of this ability as building into the fighter a fate point resource for the player - every time the fighter attacks, the player has a little fate point s/he can play which says "No matter what the dice say, you take at least 3 (or 5, or whatever) damage from this attack".
Actually, I am only barely aware of fate points (I'm including hero points, adventure points, or other variants). I've never used them as a player or allowed them as a DM. I know they can add bonuses or change outcomes, but I don't have any idea on what kinds of things they can change specifically.

Beyond that, as I understand it fate points are a rare and precious commodity. They don't replenish regularly and once spent they are drained. The fighter would similarly have a limited quantity and thus able to do something like hitting on a miss a finite number of times a day. No wait. This ability however works on EVERY attack all day long - so long as the fighter still has HP. (But then again I don't think that HP should be the fighter's only measure of staying in a fight.)

Beyond THAT, if they had fate points - a system I have never once used EVER - then yes I would let the fighter dictate something in such a way. I would do that because if I'm allowing fate points I'm allowing that kind of subsystem. It is not, however, a core mechanic of the game. It is like saying that I dislike when players get to automatically create all NPCs personalities, friendship scale and abilities when they go to talk to someone. I would say that doesn't work, is inconsistent and frankly breaks my immersion as I am the DM and I run and create the NPCs. Now if I were running a game (system, or even using tokens) where this were an ability the characters had a finite number of times in the game then that would be different. They would be allowed to create NPCs and dictate what they could do for their character. It is a subsystem (or an entirely new system) to deal with - one I can opt into. It is NOT the same as saying "I do 3 damage, against everyone, on a miss, even if I can't see them, and even on a roll of 1, and even if it kills them."

The fighter does have a capability to deal extra damage - namely, this ability! And why should the fighter tire him/herself out quicker than the pixie.
First, cyclical. Outside of - this ability! - does anyone (non-magically, and yes excluding fate points if they would allow such a thing) have such a capability? Especially another fighter?

Second, the pixie is used to being small and buzzing around. He may have to buzz from place a little faster but presumably he is immortal and doesn't need rest or sleep (I believe those were requirements Celebrim put forth). Why SHOULDN'T the fighter be more tired? He is wearing armor, using a sword that is frankly tiring by simply holding it (I'm a big guy and I have wielded a greatsword, it is tiring). If the answer to he shouldn't is "the ability doesn't say so" then you have no real answer.

The point of this ability is to model an unrelenting fighter. S/he strikes so swiftly and viciously that the pixie gets worn down, and loses the energy to dodge, more quickly than against an ordinary foe.
Except that isn't what is being modeled.

He is striking so swiftly that even if he rolls a 1 (a normal auto-miss) he is able to hit the tiny creature - wear it down (by your example tiring it out), and losing its energy to dodge all at once - without rolling a hit.

What that example would be is he is able to cause the pixie to somehow NO LONGER have an AC worth speaking of. Cause non-lethal (because of the wearing down). And it still doesn't explain how the fighter does it by "being unrelenting."

Tovec said:
as long as the rules are clear pemerton doesn't care if they make sense
It's against board rules to insult other posters, so I'd rather that you didn't.
It is not an insult. It is a representation of your arguments for the past several pages and especially this last one.

Your argument boils down to "the ability says it works, therefore it works." But when questioning the validity of something you have to have proof beyond the thing you are questioning.

The rule makes perfect sense. It is a fiat mechanic, like a fate point mechanic, that empowers the player of the fighter to impose a certain vision of the fighter upon the fiction: namely, this fighter is so relentless that 6 seconds of combat with him/her will always wear an opponent down.
If it made perfect sense we wouldn't be having this conversation.

It is a fiat mechanic on the wrong side of the screen an unlimited number of times per day, when no one else can do it, when the fiction describing it doesn't make sense and is obviously inconsistent.

It is a fate point mechanic, which you have to extract or "not use" from the greatsword wielding maniac that even the barbarian doesn't get.

And yes, I assume you like fiat, I don't - it shouldn't be a necessary part of the core game.

It isn't an eventual wearing targets down, it is an eventual killing of targets through not-hitting. It isn't represented by non-lethal. It isn't represented by bypassing armor (a truly vicious hit). It isn't DOING the things you or Rodney say it does. It is doing a specific thing and now everyone else has to come up with a reason to try and explain it and then hope that reason doesn't already exist in something else.
- It is hardly perfect.

Of course those who like process simulation mechanics don't like it, but that tells us nothing about its coherence as a mechanic. The real puzzle for me, as always, is why people who like process simulation mechanics would play D&D rather than (say) Runequest or HARP.
I don't recall saying my objection was that it wasn't process sim. Your side brings that up a lot though. I object because it has a shaky basis in the game.

As someone said a few pages back "it seems strange that a fighter with a greatsword cannot ever NOT hit." How is it that it is impossible for the fighter to miss. Impossible for him not to do damage. That has been my issue since page 1. You haven't answered it except to say "the ability says he can" and that "it flies in the face of process sim" which I guess is supposed to be a good thing in and of itself.

Oh, and I hate runequest, what am I supposed to like about it? I don't know what HARP is. But, yes, when I find a system that I like more than what WotC is producing I play that instead. However, I don't play games for process sim. I wouldn't even know what that means or how I would look for it in a game before deciding it is a good thing. But when WotC is working on a new edition and they ask for my feedback and I see a hole I sure as heck tell them I see it and hope they fix it. It isn't as simple as "not using the broken thing" when it comes out, if you have the opportunity to change it BEFORE it comes out.
 

I am also very sorry to hear about your surgery. I hope it went well, and that you are recovering quickly.
Surgery took a long time. I'm recovering well but not quickly (at least by my own standards). But onto the real post!

I'll be brief:
I'll attempt the same.

When I read post 102 I see you claiming precisely this five times.
Perhaps, hopefully I've been clearer since.

I see in 105 how I said without an attack roll. I meant what I have said since, especially in 112. But I'm not going to repeat that all again. Yes he has to attack, yes he has to "roll" but he hits on a 1, he kills on a 1 on the damage dice.

I'm pleased you are fighting for future generations. It shows how important you feel it is. Way back in post 49, I found it incredible that this was credulity-straining above all else. You've taught me otherwise.
Then I see we have learned from each other I guess.

In contrast, I see this as a comparatively small issue, and I don't think it was noticed on these boards before it was brought to our notice in the Q&A.
It can be small but it doesn't mean it is unimportant. Every piece of the new edition can shine - what is the point of a playtest if not to work out these fiddly little bits before it sees final print? It may not have been a major sticking point but it is hardly uncontested. Even the sheerest interactions with this points seems to strain the explanation given (in the Q+A). The explanation for the ability is non-existent. And while we on these boards can come up with something to make it fit, it is not inherent to the ability that it is there. We already have to come up with explanations for what HP represent in general, and as I have been saying for a long time now - it would be nice if they didn't place a new mechanic right in the middle of that stupid, unanswerable HP vs. AC system. And then use that HP vs. AC vagueness alone to justify it.

I expect that in the end the rule for heavy-weapon fighters when the game is published will be very different than the one we have now. In that sense you're safe. I'll play the game whether it's there or not, and I'll keep playing it through the coming months even though the rule is in the testpack. Will I ever see it used in that time? I have no idea. But perhaps, with more play experience, my view will shift.
I've found a lot of times it depends on how much feedback and pushback they get to these ideas. So, I'm sure there will be some changes if there is enough of a storm over an issue. Ones that are left un-discussed are the ones that will remain more or less exactly the same in the final product - as it should be.

The changes (I think it was Salamandyr) was proposing would be at minimum how they could reconcile this problem (can't final kill, no hits on a 1, and so on). There are other changes I think are necessary to make the fiction fit the ability itself. I've proposed a minimum damage figure (STR) when the damage is otherwise reduced (through DR or some such). Or that such a miss be non-lethal in certain circumstances. Others have suggested a "miss by X" figure as was in previous packets. All of these things HELP make the ability make more sense than it currently does.

It is like the kind of feedback those of us who hate second winds/healing surges could have given before 4e was released. Or even about warlord's healing. It has been proposed NOW (that 5e is in the works) that some form of temporary HP could have been instituted to satisfy both groups. But at the moment, I don't know what a product would satisfy my growing disdain of the fighter does any damage on a miss but I'm sure there are places to start.
 

This. 100% this. I would XP but I can't anymore. If people skipped this post because it was long (then they probably aren't reading any of mine to begin with but :P) they should go back and re-read it.

EDIT: Between [MENTION=4937]Celebrim[/MENTION] and @urLordy I don't even need to comment anymore. Such excellent points made before I even got up today.

It seems to me that the idea behind Great Weapon Fighting is that the weapon hits hard. What might not penetrate armor all the time still leaves an opponent ringing when hit with the force of a strong guy using both hands.
OK. What happens when the attack just misses completely? That's why I think there's room for saying "if you miss the target AC by "only this much" you still do minor strength damage. Miss by much more and your swing just doesn't connect at all. It's easy to imagine. Let's not overthink it.
It can't miss completely. It hits on a 1. It hits all the time. The fighter is just so strong, he is able to kill villagers in the first round on a 1.

The ability as described by Rodney is one that is so brutal it cuts through the armor to do STR damage. That is something to bypass armor (and/or DR) in some way. Maybe the fighter should have an ability that let's them ignore the armor bonus to AC and if they hit that figure they do STR damage. That would make more sense. But it is not what You or @pemerton or anyone is advocating.
 

This. 100% this. I would XP but I can't anymore. If people skipped this post because it was long (then they probably aren't reading any of mine to begin with but :P) they should go back and re-read it.

EDIT: Between @Celebrim and @urLordy I don't even need to comment anymore. Such excellent points made before I even got up today.


It can't miss completely. It hits on a 1. It hits all the time. The fighter is just so strong, he is able to kill villagers in the first round on a 1.

The ability as described by Rodney is one that is so brutal it cuts through the armor to do STR damage. That is something to bypass armor (and/or DR) in some way. Maybe the fighter should have an ability that let's them ignore the armor bonus to AC and if they hit that figure they do STR damage. That would make more sense. But it is not what You or @pemerton or anyone is advocating.


I'm not pulling from nowhere, flubbyness through DM adjudication/ miss on a 1 was mentioned before.:
quote_icon.png
Originally Posted by MJS

that is silly, which is why the designers are very clear that this ability, if used, is to be ADJUDICATED BY THE DM.... in that very FAQ they say a 1 can still truly miss as well.

I think a lot of folks, myself included at first, are looking at this in a VERY black and white fashion, whereas the tone of the designers is nothing of the sort. Its just an idea to run with. All the stupid possibilities that might result are why the game has a DM.

I'm just trying to go with the gist of what people are saying. My point was that even IF it it still missed on a 1 that wouldn't be enough. People are advocating for leniency through dm fiat, miss on a 1, etc.

My whole thing is that I want simple rules that make sense in most cases without it being necessary to explain away things through complicated justifications.

[edit: addendum] Missing on a 1 is getting closer, but it still misses the mark for me.

 

For example, say there is a raging barbarian, a two weapon fighter, and a great weapon fighter. Presumably, in the fiction, all three enact a relentless onslaught
I don't know why we would make that assumption when the mechanics tell us otherwise. The raging barbarian attacks furiously but is sometimes wild or inconsistent (higher spike damage, no auto-damage); the two weapon fighter is attacking furiously with two weapons (higher spike damage, no auto-damage); the great weapon fighter is relentlessy wearing down his/her opponent (lower spike damage, but auto-damage producing a guaranteed floor). If you are familiar with Monte Cook's Unearthed Arcana, the two weapon fighter emulates the Unfettered, while the great weapon fighter emulates the Warmain. I think these are recognisable types from fantasy gaming and at least a certain style of fantasy fiction.

Or take another example, a low-level fighter with Great Weapon Fighting and a high-level fighter without that mechanic. Say a couple rounds of combat where both players fumble the die roll and get two misses in a row. The low level fighter kills the opponent after 2 misses, but the high level fighter causes no damage at all. Presumably, however, the high level fighter in the fiction is a much more fearsome opponent, and yet the mechanic arbitrates otherwise in such a case.
Let's suppose the hit chance is .5 for the lower level fighter; and let's strip the lower level fighter of the "damage on a miss" ability. In that case, the following scenario has the same probability: that the higher level fighter misses twice, and that the lower level fighter misses once and then hits the second time, killing the foe. D&D has always allowed for this conundrum! How do we narrate it? Whatever story you tell to explain how a more fearsome opponent fails to drop an enemy that a less fearsome opponent does defeat, I assume that it is portable to the situation you outlined. The high level fighter got unlucky, for instance. Or as [MENTION=205]TwoSix[/MENTION] suggested, the high level fighter is engaging the enemy to such an extent that the low level fighter can push through its defences.

It seems to me that the idea behind Great Weapon Fighting is that the weapon hits hard. What might not penetrate armor all the time still leaves an opponent ringing when hit with the force of a strong guy using both hands.
OK. What happens when the attack just misses completely?
There is no "the attack". The attack roll represents the outcome of 6-seconds of to-and-fro between the attacker and defender. Auto-damage on a miss is a form of player fiat: the enemy is getting worn down to some extent no matter how this die roll turns out.

As I said upthread, it's a variant mechanical implementation of fate points or plot point.

Do you question Sneak Attack this much?
I'm glad that this got mentioned, because I've certainly been thinking of it! These various mechanics - sneak attack, auto-damage, hit bonuses, damage bonuses - are all devices for changing both the average damage delivered, and it's "shape" (consistent, high spike, positioning-dependent, etc). Because of the vagaries of dice rolls their will always be odd occurences where the outcome deviates somewhat from the stereotypical shape; the rogue flanks with the fighter and misses, then flanks with the mage and hits and kills with sneak attack damage - why was the mage such a better fighting partner?!; or the fighter attacks and misses, then the mage throws a rock and hits for 1 hp of damage, dropping the injured kobold - all fear the mage's deadly pitching arm!

I've always taken it that these sorts of oddities - which aren't a feature of all RPG systems - are part of D&D's charm.

it's perfectly coherent when viewed narratively, which was pemerton's point. I'm pretty sure he cares about process-sim even less than I do.
I've got nothing against process sim mechanics in principle, but you're right that I don't regard them as a be-all and end-all. And I find process-sim objections to variant mechanics within D&D combat - which in its attack and damage rules has never been process-sim - almost unintelligible.

If you want proces-sim attack and damage, why not go to the systems that actually deliver it: Runequest, Rolemaster, HARP, etc.

Which is easier to explain to a beginning player? If we have to give a lesson on game mechanics theory, and why a miss still doing damage is some sort of "narrative token" every new kid just picking up the game should be able to explain away, then perhaps the game is too complicated.

<snip>

if you make common simple mechanics require new and different narrative justifications as a matter of course, then players just stop bothering to do the imaginative work and it turns into a game more about the numbers than what they represent.
First, dealing hit point damage is a common simple mechanic in D&D, and as I've already pointed out twice upthread it requires different "narrative justifications" (ie correlates to different events in the fiction even though the mechanical resolution at the table is identical) as a matter of course.

Second, as [MENTION=6688937]Ratskinner[/MENTION] indicated, there is actually no empirical evidence that new players have trouble with player fiat mechanics like "plot points", auto-damage etc.
 

There is no "the attack". The attack roll represents the outcome of 6-seconds of to-and-fro between the attacker and defender. Auto-damage on a miss is a form of player fiat: the enemy is getting worn down to some extent no matter how this die roll turns out.

As I said upthread, it's a variant mechanical implementation of fate points or plot point.

Second, as @Ratskinner indicated, there is actually no empirical evidence that new players have trouble with player fiat mechanics like "plot points", auto-damage etc.

You're not wrong on any of this, but when you started playing as a kid did you start with thinking about fiat tokens and 6 second (or minute) rounds when you roll a dice to attack, or did you think in your mind "I swing at the orc. [rolls]Dang, I missed"? Maybe later when you thought about mechanics and realism you though "wait, but if I got hit just once I'd be so dead. Maybe hit points means something different" and then we get all the vagueness. Me though, and -I know it's anecdotal but I'd argue- most people I know thought of a hit as a weapon connecting with something. We thought of hit points as connected as to how many "hits" you could take.
If you want to say hps are abstract, fine. If you want to say they're not, any you're willing to accept [as we constantly do in movies and video games] that each "hit" actually connects and somehow a single blow doesn't kill someone. Fine. The game works both ways.

Arguing for mechanics that ONLY fit process sim mechanics or ONLY fit this fiat token argument [or whatever the two sides we're arguing here are] doesn't really work {edit:}to create a broad flexible game for "everyone"{/}. Have broad simple rules that fit most general cases for "process sim" and when that doesn't work [like a specific case where a pixie has high AC cuz of DEX, etc] justify via fiat, or let the people who are really serious about process sim either houserule, or use an advanced module.
 
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