His rationale: an escalating HP system is an abstraction of how proficient a PC is at avoiding damage. If the PC chooses not to avoid the damage, he takes the realistic results of his actions.
That's your choice, but its not what the _rules_ do; its you essentially using GM fiat or a house rule.
FWIW, there is even language in the 3.5Ed PHB (which, given the site in which we're posting, is probably pretty familiar to all here) that supports KS's rationale, though not quite as harsh an implementation.
Hit points mean two things in the game world: the ability to take physical punishment and keep going, and the ability to turn a serious blow into a less serious one.<snip>Even if you have lots of hit points, a dagger through the eye is a dagger through the eye. When a character is helpless, meaning that he can't avoid damage or deflect blows somehow, he's in trouble (see Helpless Defenders, page 153). (3.5Ed PHB p145)
In a very real sense, a PC choosing to ventilate his own skull is "at (his own) mercy," and is using a full round action to deliver a Coup de Grace to himself- meaning an auto hit, auto crit, and (if he has HP enough to survive the blow) a Fort save DC10 + damage dealt or die.
The Phineas Gages of the RW are rare...but in RPGs, it would seem they are slightly more common.
I'm really hoping that you're not going to go for "proof by omission"
Nah- I'm not going to.
I don't think it's quite the same. The player has the option not to enter into the conflict, and even if they do, dice are going to get rolled to determine the outcome. The GM does not get to declare the outcome unless the dice say so.
And that's what I'm talking about. There are simply certain situations that are so ridiculously dangerous that fatality or mortal injury is inevitable- but you don't railroad your PCs into them. You always,
always give your PCs a choice.
The GM sets the table, the player chooses what the PC will eat. Some dishes are going to be ice cream, others will be jumbo-sized fugu...prepared by a housewife from Milwaukee. Choose the fugu and you get what you deserve...
If I tell my players a cliff top is 200yds above the ground with a face that is relatively crumbly, and they still decide to climb the cliff face, its not really GM fiat to say that a PC who critically fails (assuming the system has a gradation of failures & succeses) his climb check dies. The player was forewarned and took the risk.
Similarly, if your PC is in the bad end of the Dirty Harry "Do you feel lucky, punk?" type situation (highly experienced shooter who has the drop on you with an extremely lethal weapon)...and you decide to trust your luck? Failure is highly probable. Negotiation and/or surrender are much more likely to have a PC positive outcome.
Or suppose a 1st level party encounters a Dragon...Smaug's older, bigger, step second-cousin. Assuming they don't flee immediately in terror, they have several options. If the option they choose is to attack him because they'll "have the element of surprise," I'll let them have surprise, as in "Surprise, you're dead!"
If I set up an encounter that is ridiculously out of a party's capabilities, in all likelyhood, its a hint to turn around or negotiate or wait and observe, not rush headlong into some kind of confrontation, because unless there is divine intervention, rolling dice won't help you.
Its
not nudging, its
not fudging, and it
is controlled. You were warned.
RE: Burning Empires & Burning Wheel:
Interesting language that I must admit supports your point. Must make discussions about unclear rules very interesting.