The hard-working Hit Point remains one of those aspects of D&D that its players continually debate. It's not just what hit points represent. It's also how they increase per level. This post is about the latter factor. In D&D, the older a character is, and (in most cases) the more injured the character has been through trials, traps, and monster attacks, the more resistant to further attacks the character will become, because surviving bloody injuries implies success and, indirectly, leads to leveling up. That's how D&D has always worked: characters who have been beaten within an inch of death come back not with permanent injuries, but even harder to kill because they level up afterwards, which is normally what happens when you survive in D&D. (Yes, I know of many house rules that introduce permanent injuries, but hit points still go up per level.) It's as if serious injuries just make you healthier. Anybody who has spent time in a hospital knows other
Musings on table-top role-playing games today after spending a quarter century away from them.