How do you all translate hp damage onto your characters body?


Pathfinder First Edition General Discussion


Basically as the title. Do you describe it as their body physically resisting the damage? Does your character dodge hits to minimise the actual damage on their body or something else? Was wondering how most DMs describe it.

So for example, say a rogue gets shot with a pistol for 1d8 damage, taking 4 damage but they have 100 plus hp. Do you describe that the bullet hits but the rogues muscles are too tense and hard for the bullet to pierce deeper? Do you describe that the rogue twists out of the way even as the bullet hits, causing the bullet to only graze him? Or maybe it hits and does pierce into his body but he pushes on unfazed due to determination? How do most do it?

Edit: I am just here to hear how you all do it so I won’t respond unless you ask me to or I have a follow up question


I treat HP, for the most part, as minor scrapes, nicks, or blows to the character's body. It is essentially more 'plot armor' than it is actual dangerous damage to the body. The exception is when the HP runs out and you are actively dying (below zero HP). Then you have taken a deadly wound that will end up killing you if not addressed.

In your example of a Rogue getting hit with a bullet, I'd likely describe it as a hard impact to their body that is going to develop a gnarly bruise if not healed with magic. Their armor might be dented or frayed from the impact and their ribs/appendage sore but functional.

Its only when things like bleed or poison come into play that we really have to deal with punctures to the body that aren't life threatening. Bloodloss itself from bleed is actual bleeding but chips away at the 'plot armor' continuously and poison, well, you don't need serious damage for poison to get into your system.


I just tell the player that their character took damage, i.e. "You are attacked by the bugbear. he strikes you and deals 8 points of damage". And leave it at that. Hit points are an abstract mechanism that does not directly translate to physical damage, it also covers bruising, general fatigue, ad anything else that moves you closer to incapacitation. Describing the ACTUAL damage to the body is not needed, and could leave to play complications. i.e. "You said I injured his hand, how is he able to hold a knife?"


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Hit points are an abstraction used to make playing easier.

One way to think of it, as mentioned, is minor nicks and bruises from the character almost avoiding being seriously wounded; up until the last blow that takes the character to 0 or less hp. The minor damage slows the character down until they can no longer avoid being hit squarely.


PF1 is not a stand alone product as it uses the D&D3.0/3.5 OGL. So ideas, common practice, common terms, and play styles got imported.
PF1 designers decided for a simpler, easier on players, more generic system than D&D. It was a balm to those who wanted 3.5 product.
There's Hit Points(HP), maximum and current HP, temporary HP, non-lethal or subdual HP, burn, Hardness and object HP...

In practice, the vast majority of GMs just say "take 18 damage" and leave it at that. The more dramatic ones say "you suffer a big gash across your arm and take 18 damage".
When it gets serious PCs take ability damage or drain.

Various critical tables have tried to be a bit more specific. Look up Dragon Magazine: The Wandering Damage Table. Others always joke about CritMaster, I mean Rolemaster.


Yeah, I treat hp above the first hit die as narrowly avoiding serious injury. So it might be a cut or scrape, a bump, or just intense exertion to avoid that serious injury.

Only in that last hit die worth of HP do you experience serious wounds.

At least that's how I imagine it.

From a practical standpoint, we don't describe what the damage represents on each hit, except on particularly large amounts of damage.


LoL, I think caltrops and pilum are examples of PF1 getting detailed.


John Wick.

Both to myself and to my players when DMing, I think of hitpoints not unlike what the character John Wick goes through in a movie. No single blow is fatal. There's just this relentless accumulation of exhaustion and wounds that will - if not addressed properly - result in death. Mostly I refer to injuries that involve blood.

In-game non-lethal is more like the punches and little falls he takes. They won't kill him but they'll eventually incapacitate him.

The two interact nicely.

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