>From: [EMAIL PROTECTED]
>
>Actually D&D has lots of 'maluses', just very few that are linked to
>hit points until you get down to zero.  The rationale (back in 1st
>ed) was that only the last five to ten hits are actual physical
>damage.  The bulk of your hit-points represent self-confidence,
>stamina, or being in control of the situation.  After getting
>attacked for the tenth time in one day for 20 hits, you might
>be starting to get a bit winded.
>
>This rationale (if not to your taste) is at least consistent with
>raising hit-points every level (which a direct health basis would
>not.)

In this point of view, I like the VP/WP rules wroten by Brad Thompson, which 
better reflects real wounds and self-confidence.

>
>Anyway, the one effect of damage that is immediately reflected
>even if your hit points would remain positive, is that any character
>who takes 50 hits in damage in a single round has to roll against
>system shock to survive the round.

Yes, but if he/she survives, he/she get no maluses.

>
>I do think that critical hits make a very compelling 'Wow, what
>a hit!', or at least my players always preferred playing with
>critical hits even though I extended the same privelege to
>monsters.

I know a Rolemaster's DM who don't tell his players know how many hit points 
their character have, how many damages their character inflicts/receives, 
nor what are their maluses. He just tell them 'your character has just get 
some contusions' or 'your character is feeling very bad'. His players decide 
to flee or to continue more on a subjective basis more than on how many 
points is remaining. It gives the fabulous feeling that the character is 
living on the edge during a fight.

GP

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