My customary way of narrating combat is that every attack which inflicts hit point damage causes physical injury, but how serious the injury depends on the ratio of damage dealt to target's hit points. If a monster claws you for 10 points of damage, and your normal max is 15 hit points, you got torn up pretty bad. If your max is 100, you took a grazing cut but nothing serious. If your max is 5, your guts are in a pile on the floor and you're bleeding to death. Sure, natural healing is unrealistically fast, but the difference is of a magnitude I can live with--a week or two instead of a month or six. It still has the effect of causing problems that persist beyond a single night's rest.
Precisely. Explained it better than I ever would have thought of doing...or ever really thought about it, period. Just kinda intuitively interpreted/thought of things that way...but never really thought about the "why" or verbalized it.
It's not about how much damage the attack does, or what abstract thing(s) that attack means it takes away...but how much "damage" it does with what your PC has to work with!
Maybe this is why I've never had any issues with describing HP as physical injury.
Yes.
Also, I've said it in other 5e threads, but it's great that this system has "Injury" categories/placements/tables and that system has "Luck" points or "Fate" points, this other system uses "Fatigue scores in a way I really appreciate" or what have you. They work? You like them? Great. Enjoy.
Play those games.
This is D&D. D&D has Hit Points. That's what there is, whatever it means to you or in the books.
I don't need or want something else to bother with tracking. All it will do is slow the game down...and I like my combats as fluid as possible.
"You take X damage to your Y and Z damage to your W, but your QRS is fine. Unless you take damage to your V, then you're screwed." I do not need.
Yes, sure. I have noooo arguments with "Optional add-ons"/"Alternative modules for xyz style of play". That's great. We want everyone to be happy.
However...
"Handwaving" is not a bad word.
There is a certain (some might argue a LOT) of suspension of disbelief necessary to play D&D. Most of the game details on your character sheet are dealing in "abstracts" to define a "concrete" character. Ya gotta be willing to glaze over stuff...or why are you choosing to play D&D?
And that, imho, is as it should be. It is an game of pretend in an unbelievable world. The fact you can't pinpoint what every "Point of Hit" is going to or what percentage is "abstract" and what percentage is "real"? Geddoverit! Or go play some kind of "concrete" game, that details out every possible thing in quantitative terms.
D&D is not this. Nor should it attempt to become.
You got hit. You take X damage. Your turn. You hit, roll damage. Their turn...
The fun (for me and mine)...the fantastic heroic scenes and the continuing story...are in the narration/description. Not in the numbers on the page or dice or what "definitively" HPs mean so we should add in a sub-system to track what kind of HPs your PC just lost.
You got hit. You're hurt! Moving on.