Fun fact about going below 0 HP: Third Edition D&D tracked that. At 0 you were staggered, below that unconscious, and at -Con Score negative HP you died.
This being D&D 3.x (3.0/3.5/Pathfinder 1e), there were abilities that extended that limit, abilities that let you stay conscious below 0 HP. I’ve seen someone play a build that was always at negative HP, with a limit of something like -300 before dying, and got bonuses for being in the negatives.
HP is messed up because it tries to track two different things at once. The first is how a combatant can be disabled by one big hit or a few smaller ones. The second is how a more experienced or more “heroic” combatant is harder to disable. When you put these together, you get a mess where your Aragorn ripoff can survive multiple blows from an axe.
But players don’t like being at risk of dying every time they get close to a commoner with a dagger…
In GURPS you have relatively low HP, but several ways to defend. Still it’s pretty lethal if you’re combat-happy
I don’t understand what this graphic is saying, but I agree
Genuinely, I like how Ironclaw (Squaring the Circle) does it; attacks and dodges are skill checks, like anything else, how well an attacker succeeds determines which status the victim receives. Low successes only make them Hurt (with its status ailments) which a high enough roll makes them Dying or Dead (again, just statusses you inflict)
I think it’s a cinematic, intuitive, yet powerful and scalable mechanic!
Sounds like the exact same thing, just slightly more abstracted. How many hurts is a dying?
No it’s a status condition, either you’re Hurt or you’re not.
It’s a debuff, that makes it easier for others to attack you/inflict bigger statuses on you