
PathosZero |
I simply can't parse your argument here. Let's take temporary hit points (e.g. while raging) as an example. What flesh and blood wounds does the character associate those damage points to? And how to they dissappear?
In the particular case of Rage added HP, the don't represent actual health, but rather the ability to ignore damage due to fury. Which also explains why they disappear when the rage ends.
Why, also are 3 hps of damage a lot more serious at 1st level than at 20th? If they are clearly associated with damage the character has first hand knowledge of, then the system is clearly broken.
This is an abstraction. 1 HP =/= 1 pint of blood lost, but rather 10% of your HP = 1 pint of blood loss (Or nervous system damage or percentage of body burnt, etc, etc) You can make the argument that the abstraction is poor (and I'd likely agree with you) but there still is a direct association with what percent of hit points are lost to how damaged my character is supposed to be. The gain is supposed to represent how much my character has learned to roll with blows, fend off spells, etc.
If, on the other hand the character suffers no measurable damage whatsoever except for the last point (as is the way the core rules treat hps) then it makes sense again. But as a disassociated mechanic. "Damage that might have been done." If it represents real damage, where's the in game effect?
That's not a problem with HP being dissociated, but rather a rule that likely should be present not being so. I'll buy that the trinary nature of Able To Fight - Unconscious/Dying - Dead is dissociated, and certainly agree there should be incremental penalties to actions as one becomes more injured, but it does not then follow that the HP themselves are dissociated as a result.