A fighter PC doesn't decide to turn and flee because of his HP total, the player controlling the fighter decides that the character turns and flees because of the HP total (a metagame decision). The rationalization behind the character fleeing can be anything the player imagines. Characters don't make decisions in D&D, players make decisions and then (if they want to) come up with in-game reasons why their imaginary character made that imaginary decision in the imaginary gameworld.Dausuul said:Player characters routinely demonstrate that they know about hit points--they don't have a digital readout in their heads, of course, but a PC knows when he's in danger and when he isn't. How do I know that? Because he's making decisions on that basis! A fighter with full hit points is apt to stand and fight, where a fighter in single digits may decide to turn and flee. If hit points are purely metagame, and don't describe anything in the game world, that decision has no basis.
I'm sorry, I'm not understanding this. How can a set of game rules make it more or less likely that the realworld player is making decisions rather than the imaginary character? I'm not aware of any game system that somehow endows imaginary characters with their own volition which allows them to make decisions independent of the player controlling them. The player is always making the decisions and the ability to "get into character" may very well depend on how well the player likes the rules being used, but any perception that the rules are making it possible for the character to control his own actions while the player simply goes along for the ride is, at best, a delusion voluntarily entered into by the player.Dausuul said:You can shove that decision-making back to metagame level, too; maybe it's the player making the decision, and the low-hit-point fighter is just experiencing a sudden sense of his own mortality. But the more you do that, the more of a gulf you open up between the player and the PC, and the harder you make it to get into character. A system that pushes players to this level of metagaming is a system with problems.
By making them a metagame concept, you eliminate the need for PCs to deal with them at all. That's the whole point. The player is free to imagine the narrative however he wants within the bounds established by the metagame results of HP gain and loss. It seems to me that taking a weird amalgam of gameworld concepts, mashing them all together, tying them to living and dying but without any impact on the ability to function between full health and death and then trying to impose that construct on the consciousness of a PC (to whom it would obviously make very little sense) would be more immersion-averse than simply understanding that PCs are detached from HPs and their only concerns are the narrative established by HPs (am I still able to go on) and the narrative established by the player's imagination (everything else).Dausuul said:There will always be some undefined elements, but I'd prefer to minimize their impact. Experience points are undefined, or at least extremely ill-defined, but they seldom have much impact while the game is actually being played (and to the extent that they do have an impact, it's usually bad--PCs seeking out fights they could have avoided, for no other reason than to push them over the threshold for the next level).
Hit points are something PCs deal with constantly during play. They affect every aspect of combat. Something so pervasive should not be a purely metagame concept.