This is a fantastic thread on HP and how players react to taking damage vs mechanical consequences to taking damage.
It& #39;s pretty much where my head is at regarding the two. https://twitter.com/DichotomusPrime/status/1286662348980330496">https://twitter.com/Dichotomu...
It& #39;s pretty much where my head is at regarding the two. https://twitter.com/DichotomusPrime/status/1286662348980330496">https://twitter.com/Dichotomu...
To expand a bit, my thoughts are that if you want to have mechanical consequences for getting hit by an enemy during battle ( sprains, broken bones, losing limbs, shock, etc ): don& #39;t mix that with HP, like at all.
Instead build a system where hitting someone with a ranged attack is _hard_, but _deadly_ ( or at least, quickly incapacitates someone ). Same thing for melee, make it a back and forth that ends with one person trying to deal with suddenly have a sword through their middle.
But I think we all understand that spending twenty rounds not hitting your target is absolutely not fun. It& #39;s why 5E has bounded accuracy: so that you hit more often and feel more engaged.