The point is that such "damage" wouldn't be limited to wounds from physical threats that hit. If you fail a Ref save by a large margin, you have the option to spend a lot of plot-protection points to avoid ever getting hit, or you can accept the hit and then try to make your Fort save to avoid going down.That sounds like it's simply taking damage equal to the difference between the attack roll and your defense +1, and that's certainly one way to go, though damage will likely be confined to a fairly limited range unless attack bonus scales while defenses don't.
Most of a character's extra resilience would come in the form of higher saves. Plot-protection points would just make sure they fulfill their destiny -- or come closer.
A giant's club would still do more damage than a sword or dagger under such a system. It might not force a harder Ref save, but it would force a harder Fort save on a hit.I'm fine with metaphysical "plot" protection. Yes, a dagger will kill you as dead as a sword or a giant's club in realistic terms. But, assuming there are balancing measures, I don't have an issue with a sword dealing more damage than a dagger to keep things interesting.
Exactly. You're not hurt by barely avoiding Medusa's gaze, but you've used up a bit of your luck.Almost caught a glance of the medusa (you were hit but didn't take enough damage from her gaze attack)? Death is nonetheless looming a little bit closer as a result.
I think the whole notion of a death spiral only came up because so many people were frustrated with the image of a high-level character shrugging off a half-dozen sword and spear hits -- that overcame his armor! -- and being no worse for wear.HP have never been very realistic, but they're both simple and exciting (at least when you're low) which makes them effective! I think part of that may be the absence of a death spiral.
There isn't much call for a death spiral when characters aren't getting hit and wounded repeatedly.