Let me make an example.
Suppose hp is meat. Suppose your hp is 10.
Suppose that we treat all blows from dragons as lethal.
Now our PC's die to dragons to fast.
Therefore, to allow them to fight dragons we create a mechanic whereby they have a pool of points and can spend a point and avoid any damage - essentially turning a hit into what in game would be classified as a miss.
However, this small pool of resources where we spend one at a time doesn't allow us to differentiate the power of dragons with the power of giants.
So to solve that we change the system where an attack has a power value associated with it and we still get a pool of points to spend but a lot more now to cover the power value differences in attacks.
HP as we have it today is just combing the meat and the resource pool I spoke about above into a single value and then never defining where meat ends and the other begins. What are the benefits of hp this way? It allows a lot of narrative freedom.
Coincidentally Gygax described hit points including luck and divine favor and magic shielding and so on... could be they are a part of D&Ds luck mechanicshould all be lethal barring use of some type of luck mechanic.
Coincidentally Gygax described hit points including luck and divine favor and magic shielding and so on... could be they are a part of D&Ds luck mechanic
That would be more realistic.I would argue that a PC with only 10 hp should die quickly when going against a dragon. A PC with 100 hp should also die quickly. That's really they issue for me - no matter how "experienced" and "heroic" the PCs are, giant monsters, lava, or falling 100 feet should all be lethal barring use of some type of luck mechanic.
parrots what he says and drops micI apply action movie logic to D&D.
In action movies characters become visibly injured. They get scrapes, they start looking dirty. They grimace more. They might even develop a limp.
They still fight at full capacity though.
I kind of think Heroic Luck is a pervasive and fundamental component of D&D .... it may be why I liked characters getting better at things not specifically their specialty as they level in some iterations of D&D. Because to me that is also heroic luck manifesting.Oh I get that, it just doesn't really make any sense j using a single number to represent all of that - it's too abstract now that D&D is much more tactical than in the OD&D days.
TBF, even with the hp inflation of 5e, no PC has 4000 hps.The way D&D is played, PCs who are otherwise physically the same as the average peasant can go around taking 1000x the damage.
I kind of think Heroic Luck is a pervasive and fundamental component of D&D .... it may be why I liked characters getting better at things not specifically their specialty as they level in some iterations of D&D. Because to me that is also heroic luck manifesting.
I would argue that a PC with only 10 hp should die quickly when going against a dragon. A PC with 100 hp should also die quickly. That's really they issue for me - no matter how "experienced" and "heroic" the PCs are, giant monsters, lava, or falling 100 feet should all be lethal barring use of some type of luck mechanic.
The way D&D is played, PCs who are otherwise physically the same as the average peasant can go around taking 1000x the damage. Unless they're the 3hp wizard killed by a housecat.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.