Adding to Derek’s comments - hit points have always meant how much general scuffing up one can take before one is truly injured. It has always represented minor wounds, cuts, bruises. For the benefit of the roleplaying experience, I try to shout, flinch, pull back whenever I am hit. For double hits (or worse), I treat these as immediately painful, things that get my attention.
So like Derek, my last couple of HP represent the point at which my body is starting to scream it’s vulnerability… and like him this is how I role-play wounds.
As for 0 HP… seriously wounded to the point they are incapacitated… well mostly people go into shock. They go pale, they get quiet, withdrawn. They stop moving. Just like the army adds they had a while back… who needs the attention most? The injured person bawling or the pale quiet one?
The next layer here is what is the attitude required of the game being played? Fantasy can be quite pulpy, our HP show our heroic endurance, the ability to roll with a blow and make the consequence less than a normal person might experience.
For horror, it may well mean you roll around screaming from horrific wounds. For location based systems I would definitely recommend a higher level of pain or injury roleplaying.
Could we do better? yeah. Is it needed? Maybe, depends on the game. Personally the biggest reminder of how serious wounds were was in St. Wolfgangs. Wounds persisted, healing was very very slow (for the most part). The wounded tended to huddle in a sort of triage area after being “healed” and waiting for wounds to close.
So my thoughts are - if wounds are meant to be serious then give the players bugger all HP. If you start with 2HP then I guarantee fighting will be done differently. More desperately. But whatever you are looking to do, it has to be part of the games mindset… be it SWVH, Teonn or Witch House.




