In that case, I would either avoid describing the resolution of the attack that way, or model some sort of system where every attack involves multiple rolls. Like... probably 4 or 5 rolls to see if he managed to bite or missed but still hit with his snout, if his teeth grabbed an arm or if he's managed to swallow the whole of the head, soft tissue damage vs. skeletal, how much pressure was applied on a small variable scale, and possibly some sort of resistance roll for armor if I really felt like "more rolls=more realism."cthulhudarren wrote:The same principle applies though. If a T-REx chomps down on your head... no matter how "advanced" of a human you are... You die.
In general, a t-rex succeeding on an attack (even a bite attack) does not mean the individual was actually bitten.
Yes, it is. A system that even semi-accurately models such is going to need to be unfathomably complex. You may well enjoy it, but many people probably will not.I am "arguing" for a system in that the level of physical punishment the human body can endure, that the physics of force and mass doesn't change a whole lot unless you have magic involved. Casting Stoneskin to make you harder to cut is okay. Character advancement would be more along the lines of better skills, casting defensive spells, better gear, better talents... even a heroic ability like deflecting an arrow with a sword. But the human body is still the human body.
Actually, I think HPs are a bit more abstract than that. (and have been from the start, according to Gary)I realize that abstract systems like DnD are trying to model both skills, stamina, and physical toughness all in one number with HPs. I just do not enjoy that much abstractness in a game of combat.
If you're trying to model HPs as actual bodily damage, then you're going to run into a number of problems with most implementations of an HP system. How did that guy take an axe to the face at 8am and then go jog cross country the rest of the day? (anything more than 0 hp means I'm good!) With systems where damage incurrs penalties then you invariably wind up with a death-spiral mechanic: initiative wins the fight, extra actions are unfathomably good. (SR & WoD)
So... it helps us to understand: what kind of abstraction is the kind you're looking to avoid, and why?