TerraDave
5ever, or until 2024
Regarding realism: one thing I have been thinking about is adrenaline. It is what can keep your blood-pressure up, and keep you fighting when you should really probably die. Its sort of like anti-shock, where pressure drops and things go very badly. Interestingly, it opens the door to the "Warlord" approach, someone who can motivate you so well you actually stay alive longer. (of course, as noted above, death should probably come after battle when the adrenaline goes away.)
Regarding Gameplay: Why hit points? Jonathan Tweet has interesting discussion of them here. To summarize the standard arguments (with which I basically agree) they avoid the things that people who like realism want: swingy results (killed in one shot, not killed in many) and death spirals (debilitation makes your more vulnrable to more debilitation). Instead, as a player you have a pretty good idea where you stand and can make calculated risks, knowing if one more blow will kill you or not.
Then again, I wouldn't want to completely get rid of single hits sometimes causing massive damage, or some kinds of debilitation. At least not where my players are concerned.
Regarding Gameplay: Why hit points? Jonathan Tweet has interesting discussion of them here. To summarize the standard arguments (with which I basically agree) they avoid the things that people who like realism want: swingy results (killed in one shot, not killed in many) and death spirals (debilitation makes your more vulnrable to more debilitation). Instead, as a player you have a pretty good idea where you stand and can make calculated risks, knowing if one more blow will kill you or not.
Then again, I wouldn't want to completely get rid of single hits sometimes causing massive damage, or some kinds of debilitation. At least not where my players are concerned.
