Hit points!
There has been of philosophy about what are hit points. Unfortunately games do not even agree as to what system they are using. D&D 3.5 is very conflicting about what hit points are. Reading the description in the books, and seeing all the different ways they can be impacted might confuse many.
My taste preference has always been one of grit and realism.
Quote:i like wound rules, such as a certain percentage of HP gone giving penalties, or crits giving penalties, and that sort of thing. i embrace it when it is a houserule, but i don't use it often when i run a game. i also liked the differences between piercing, bludgeoning, and slashing weapons versus some things, such as a spear being less effective on skeletons and chainmail but more so on large creatures and leather armor. its a fun addition to the rules to make it work better, but not necessary if nobody wants it.
I like Davids ideas, and as a DM is usually take physical effects as he suggests, it is just to hard to write them down most of the time.
One of things I hate about 3.5 is the lack of realism in respect taking damage and wounds. I can't stand that people who get hit with with a huge hit or get dropped, are not "hurt" in some way. Like when you go negative and are falling, it is hard for me to believe a 1 level pally can walk over and lay on hands and now you are all right. That is why I use the rules posted above. Chicks dig scars, and D&D is not offering them any.
I believe the best system would allow for decreased fighting performance due to damage taken. I just do know how to make such a system streamline and easy to use in a d20ish model. It is to hard to make to many calculations. One easier way would be to say you have 100% to 75% to 50% to 25% to 0% levels. Every tick is another -1 to all your bonus. Same thing would go for the baddies. This seems harsh, but as a DM you would be able to tone it down so that your players would be able to deal constructively, and also care more about their characters health.
There would then be a direct 1 to 1 with hitpoints. You take damage to your physical body.. your bodies is no longer able to function as well. Coupled with wounding and dropping blows, massive attacks, and save or die softening, I think it is a really down to earth hit point system.
At lower levels the rules could be softened a bit, I mean if you only have 4 hit points you are going to go threw your percents fast. But then again, so will your enemies. And I am all for making house cats weaker..