MoogleEmpMog said:In 'encounters,' characters have hp, which represent a variety of different things. Removing their hp removes them from the encounter, although they can be returned to it by (relatively low-level compared to normal D&D) magic or items.
Out of 'encounters,' lethality is in the extreme. Think of it as all attacks being coup de grace. Worse, death out of encounter is Plot Death - it is real and permanent, and there's no real way to fix it (except, perhaps, a ritual or quest spell).
This split is console RPG inspired and designed to make combat fun and enjoyable for everyone, and death, when it occurs, meaningful and emotional.
For me one advantage of the damage save system is that you do not need to use such a split - with damage saves, you can handle "normal" encounters and ambush or hostage situations on the same set of assumptions, rules-wise. With your splitting of assumptions, players may react surprised or frustrated: first they thought their characters nearly unkillable, than - woops - an ambush happens, and they are victims of a coup de grace from one second to the next.