KarinsDad said:
Except that every rule in the game system indicates that lethal damage = hit points. Healing = hit point recovery. The word damage is used over and over again.
The words luck and skill with regard to this are not in any of the rules. Are you making this up?
Nope. How long has it been since you read your First Edition
Dungeon Master's Guide? I quote:
It is quite unreasonable to assume that as a character gains levels of ability in his or her class that a corresponding gain in actual ability to sustain physical damage takes place. It is preposterous to state such an assumption, for if we are to assume that a man is killed by a sword thrust which does 4 hit points of damage, we must similarly assume that a hero could, on the average, withstand five such thrusts before being slain! Why then the increase in hit points? Because these reflect both the actual physcial ability of the character to withstand damage - as indicated by constitution bonuses - and a commensurate increase in such areas as skill in life-or-death situations, the "sixth sense" which warns the individual of some otherwise unforeseen events, sheer luck, and the fantastic provisions of magical protections and/or divine protection.
Harkening back to the example of Rasputin, it would be safe to assume that he could withstand physical damage sufficient to have killed any four normal men, i.e. more than 14 hit points. Therefore, let us assume that a character with an 18 constitution will eventually be able to withstand no less than 15 hit points of actual physical damage before being slain and that perhaps as many as 23 hit points could constitute the physical makeup of a character. The balance of accrued hit points are those which fall into the non-physical areas already detailed. Furthermore, these actual physical hit points would be spread across a large number of levels, starting from a base score of from an average of 3 or 4, going up to 6 or 8 at 2nd level, (and so on)...Beyond the basic physical damage sustained, hits scored upon a character do not actually do such an amount of physical damage.
I bolded the part about skill and luck. I also bolded the part about hit points as physical damage. I think that about covers it.
KarinsDad said:
It's life threatening if it is a significant portion of the PC's hit points or if the PC has already taken a lot of damage.
Nonsense. A PC with 1 hit point is in no life threatening danger - unless he's attacked again. He is, for all intents and purposes, unimpaired and unhurt.
KarinsDad said:
How does the poison enter the PC's system if his chain mail turned the damage into a mere bruise? Well, because the PC took real damage. He took a real wound that allows the poison to enter the his system. The size and severity of that wound is relative to how many hit points he has and how much damage was done.
Poison is a corner case. If the fighter is struck by a poisoned blade, it drew blood, but that doesn't mean the injury was serious. For example, if the high level fighter with 250 hit points takes 1 hp from a poisoned knife, he still has to make a save vs. poison. What's the equivalent of 1/250th of the 1st-level fighter's 12 hp? It's so far below 1 as to not count, which means it's a bit like pricking your finger on a rose bush.
KarinsDad said:
The only reason for the "turning a serious blow into a lesser one" aspect is due to the fact that low level PCs have few hit points and high level PCs have a lot of hit points and that caused some people agita.
But, hit points for years have represented damage in DND. Always has. Even with EGG's quote in the 1E DMG.
Given what I quoted from that DMG, are you still sure about that? Yes, hit points represent your "resistance to harm" and always have. But actual damage? Hardly.
KarinsDad said:
If a giant's stone can crush a wall, it can crush a PC. The fact that it did not might mean that the high level PC took a glancing blow, but he still took damage.
Find a rules quote that indicate that hit point do not equate mostly to damage. That it mostly means luck and skill. The best you will find is the nebulous "the ability to turn a serious blow into a less serious one" which are there to rationalize the difference between low level few hit points and high level many hit points.
Well, I quoted the First Edition DMG above. Clearly, Gary felt that only the barest fraction of a character's hit points represented actual physical resistance to injury. And since the average damage of a sword hasn't changed since 1e, we must assume that characters today simply start with more "nonphysical hit points" than ever before. My Second Edition books aren't handy, but they followed 1e's lead. It seems to me that Fourth Edition is making the mechanics match the old explanation, rather than making the explanation match the mechanics, as 3e did.
I freely acknowledge that 3e tried, to an extent, to force the "actual physical resistance to injury" interpretation of hit points. The result of that change of interpretation led to silliness like the Epic Level Handbook's "swimming in Lava" scenario. So if anything, 3e is the aberration.
Or is it? How about some Third Edition quotes?
Your hit points measure how hard you are to kill.
For some characters, hit points may represent divine favor or inner power.
Damage give you scars, bangs up your armor, and gets blood on your tunic, but it doesn't slow you down
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.
So even 3e doesn't support the interpretation that hit points represent your ability to sustain physical damage. Otherwise, they wouldn't
cease to matter when you're "helpless," as the coup de grace rules would lead one to believe.
I think I've made my point as much as it's possible to make it. But hey, if you still think 4e is somehow fundamentally altering hit points, I guess I can't convince you otherwise. To me, it's finally making the rules match what the text has been saying for most of the history of the game.