rgrove0172 said:
Then it should effect the character in some way - either an arbitrary -1 hindrance for a few rounds, a prolonged healing rate - something. Just adding local color but ignoring how it would really affect the player is kind of lazy in my opinion. Thats kind of where Ive been going with this thread all along.
It does affect the character... he looses HP. The rest is just flavor text.
The d20 system has a certain level of abstraction built into it. Some things fall below the level of granularity in the system and are not dealt with. Its just the way this system is built. Some systems have a finer resolutioun (Shadowrun damage) some systems have more abstraction (Feng Shui "damage"). However, one thing I have learned through experience, and also through speaking with other d20 gamers, is that trying to screw with the level of abstraction in d20 (
particularly when it comes to HP ) is asking for trouble. It tolerates tinkering with less grace than other parts of the system.
Now, I do agree with you that a GM should be somewhat consistent in his descriptions, to try and help the players imerse themselves in the game. However, I do not believe that a poll like this one is really going to be constructive. Posing a single example of a hit is too specific of a case to draw the sort of general conclusions you seem to be looking for. Not only will every example you provide have a slightly different description, but every GM who comes in will want to provide a slightly different description, or three as evidenced by the number of people here saying that they would choose multiple options.
I think that this is the sort of place where a GM needs to excercise his "narative voice". Find something that feels comftorable for you and try to be consistent with your group.
All I can really add to that is to repeat myslef from the previous thread. As a
general guideline I feel the HP from Zero down to Neg 10 are good for "serious injuries", the HP from Positive 10 down to Zero are good for "flesh wounds" and so long as the character stays above about 20 or so HP any damage is just flavor text. Massive Damage throws a monkey wrench in it because if you fail your massive damage save then it must be a "serious injury" regardless of your HP total.
Hope that helps, I really wish I could do more.