I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.

- William Blake

Tuesday, October 13, 2026

100 days of B/X (part IV - B15 to B18) - spellcasting

Continued from here.

In B15, we’ve reached one of the hardest parts to convert to my minimalist system, which is magic. This happens for several reasons.

First of all, it’s impossible to make a system that is both balanced and compatible with the original, because the original isn’t balanced at all. Fireball is a 3rd-level spell that causes 5d6 damage (save for half) for a bunch of foes, but gets stronger each level. Cure Serious Wounds is a 4th-level spell that cures 2d6+1 HP, never getting stronger. For a 5th level cleric spell, you can creates enough food fora  dozen men and their horses for one day... or raise the dead.

So the first difficult choice here is between changing something that I notice in practice, in my games, isn’t balanced, or keeping something original to the game that I like, which is basic D&D.

My tendency is to try to do a bit of both, giving the player the option to use spells from the original or from other places, while also offering my own selection of spells. I’ve already done this multiple times in my book Alternate Magic. So I won’t analyze every spell carefully, just go through them quickly.

Before starting the analysis, let’s begin with B15’s own description, which says that spells need to be cast with gestures and voice. I think that’s something interesting to keep, in order to impose some limitation on magic-users.

Notice that, in B/X, clerics are extremely powerful, more so than magic-users, since they can have access to all the spells. On top of that, they can resurrect the dead very early, which I’ve criticized many times. 

In AD&D, this cleric progression is corrected, and material components are also introduced, which creates a more serious limitation on magic-users. But most people simply ignore this, and even if they didn’t, it wouldn’t make sense to choose your spells every day without having all the components to choose from.

Curiously in B15 is said "Spells must be memorized before an adventure begins", which is more sensible than choosing everyday IMO, but this means (apparently) "one spell per adventure (or per day, if the adventure is longer than one day)" as written in the Clerical Spells section. 

Also in B16 it is said "the DM may choose which spells a character has in the book, or may allow the player to select them", which, of course, makes a HUGE difference, but the book doesn't tell which one to use.


Maybe it would be better to combine these requirements so that some limit is placed on magical power while, at the same time, there isn’t so much bookkeeping.

Even if I were to redo every one of the spells, which I honestly feel like doing, I would have to choose which line to apply to each one.

I could include spells that get progressively stronger, like the infamous fireball. I could include spells that are replaced later by slightly stronger spells, like Cure Light Wounds, which becomes Cure Serious Wounds. Or I could include spells that become gradually obsolete, like Sleep, which at first is extremely powerful for dealing with the typical groups a first-level character can face, but which later is completely set aside to make room for more powerful spells.

The same applies to Magic Missile, which has a somewhat dual nature: it’s relatively weak at any level, even though it’s iconic.

We can assign each spell at least two characteristics: starting power and scaling, and that’s without even getting into their applicability.

Of course, whichever of these lines I follow, whether spells that scale with level or spells that are easily replaced, it requires a completely different magic system, because it changes the balance of the entire system.

The fact that I prefer unlimited D&D over limited D&D makes everything even more complicated, since the number of spells, and even of magic systems and settings, is potentially infinite.

For a minimalist RPG, offering many magic system options is counterintuitive, so I’ll choose (or create) one, and leave the existing spells (as well as Alternate Magic) for those who have other preferences.

So, first, let's write a minimalist version of the spellcasting system WITHOUT rewriting the spells.

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Spellcasting

A spell is a technique that certain creatures (usually possessing the Spellcasting skill) can use to produce magical effects through special gestures and words. This ability is acquired through study, meditation, and some measure of innate talent. Casting requires the caster to be able to speak and to have at least one empty hand.

A spellcaster can learn a number of spells of their choice equal to their spellcasting bonus. The player chooses his spells on creation and upon each new level. If the PC discovers a grimoire, scroll or tutor while adventuring, he can also swap known spells for new ones when he gains a new level.

Casting spells costs mana points (MP), which is a measure of magical “stamina” of sorts. A spellcaster has a number of MP equal to their spellcasting bonus times 2, but cannot spend more than half their maximum MP on a single spell (round up, minimum 2). MP recovers at a rate similar to HP. In addition, once a day, a spellcaster may recover 10% of the maximum MP (round up) in one hour of study or meditation. To recover any MP, the spellcaster must possess his own grimoire or magic symbol (creating or consecrating a new one takes one day per spellcaster level).

An unwilling target of certain spells can ignore some or all of the effects with a saving throw (representing dodging or enduring the spell, or sheer luck), if explicitly described in the spells.

Being reduced to zero MP has dangerous effects. [Magic mishap table to be added]

Spells from other books and games

In this game, spells have no levels. If you are using spells from other books, a spell costs 2 MP per spell level to cast. Optional rule: if the spell in question becomes more powerful with caster level, the cost is equal to the caster’s level instead, but the caster may choose to cast it as a spellcaster of lower level to save MP (which cannot be smaller than the original cost). For example, a 5th-level caster uses 6 MP to cast a 5d6 fireball, but a 10th-level caster can cast a 10d6 fireball for 10 MP or a 7d6 fireball for 7 MP and so on.

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Now, for minimalist spells. Well, the spells in B/X are pretty terse, but we can make them shorter... adn fewer.

Choosing purely by my personal taste, and trying to keep some balance between the need to let magic-users grow ever more powerful, which is cool, and not allowing them to simply be superior to everyone else, especially fighters who, particularly in B/X, have somewhat limited powers, I would choose the following points for my magic system:
  • Make first-level magic-users a bit more powerful and high-level magic-users a bit less so.
  • Get rid of spell levels being separate from the magic-user’s level. For example, Fireball could keep gaining extra damage per magic-user level, but without being a third-level spell, instead being a spell usable at any level. Maybe a few spells like wish should be gatekept as rituals, not sure.
  • Get rid of spells slots while we're at it.
  • Use "known spells" instead of "memorized spells", perhaps allowing spells to be swapped when you gain a level, with a decent amount of study time, etc., but not letting magic-users choose their spells every day, and greatly reducing the number of spells, so that you can create themed magic-users, for example, one more focused on fire spells, other in healing, and so on.
  • Keep the idea that spells get more powerful as the magic-user gets more powerful.
  • In fact, 1d6 per caster level sounds good and could be used for fireball, sleep, and even charm.

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A spell’s range is 120' unless otherwise noted. A 0' range indicates the spellcaster can only affect himself or a target he touches. Duration is one hour unless otherwise noted (after the duration is nearly over, the spell can be cast again to maintain the effects). 

Spells that cause or restore damage take effect immediately and are permanent.

HP affected. Some spells affect a number of HP, which is the total rolled. An affected creature must have current HP equal to or lower than that total. If the target makes a successful save and the spell says “save halves”, the total is halved for that target (rounded up) before comparing. 

Example: a spell that affects 30 HP does not affect a creature with 20 HP that saves (30 halved is 15), but a spell that affects 40 HP does (40 halved is 20), whether or not it saves. Each creature affected uses up HP from the total equal to its current HP, so a spell that affects 30 HP can put to sleep creatures with 10 and 20 HP.

Multiple targets: certain spells can have multiple targets. Unless otherwise noticed, the caster decides the main target, and nearby targets are affected if there is any damage (or HP) left. 

The expressions "save halves" and "save ignores" mean that a successful save by an unwilling target halves or ignores the effect.

  • Charm: one humanoid creature within range, up to a maximum of 1d6 HP per MP spent (save halves), regards the caster as a trusted friend. It won’t act against its own life or its nature, and it can make a new save whenever it is ordered to do something against its interests. After the duration the creature knows it has been charmed.
  • Cure Wounds (Range: 0). Heals 1d6 HP+1 per 2 MP spent, up to the target’s max HP.
  • Detect Evil Intentions: the caster can “feel” evil intentions of living and undead creatures nearby, but not precise thoughts. The specifics are up to the GM.
  • Detect Magic: each nearby item, person or place that is enchanted or currently affected by magic glows faintly.
  • Fireball. A burst of flame explodes at a point within range and fills a 20' radius, causing 1d6 damage per MP spent (save halves).
  • Light: creates a source of light similar to a torch, without heat. If cast upon an object, it moves with it. If cast upon the eyes of a foe, the target is blinded for a minute (save ignores).
  • Magic Missile. One or more (one per 2 MP spent) bolts of force strike targets the caster can see, causing 1d6+1 damage each. The caster divides the dice as they like among the targets, and each target takes the sum of its dice. No attack roll or save is needed.
  • Protection from Evil (Range: 0). Gives a target creature +1 to AC and saving throws against evil creatures (e.g., all non-human chaotic creatures). In addition, summoned and artificial creatures (demons, elementals, golems, etc.) cannot touch (even with melee weapons) or possess the target unless the target touches them first (even with melee weapons). Ranged weapons do not affect this limitation either way.
  • Resist Cold (Range: 0). The target takes no harm from normal cold (cold weather, etc.) and halves the damage (rounded up) from other cold attacks, including magical ones.
  • Resist Fire (Range: 0). The target takes no harm from normal fire (up to a bonfire, but excluding lava, etc.) and halves the damage (rounded up) from other fire attacks and other effects.
  • Sleep. All living creatures (not including undead, automatons, elementals and creatures that do not sleep) in a 20' radius fall into a magical sleep, up to a maximum of 1d6 HP per MP spent (save halves). While unconscious they can be easily slain. They wake after one hour, or sooner if wounded or shaken awake.
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So, there you have it: B15 reduced to half or less, paragraphs reduced to a line or two. Most other spells can easily receive a similar treatment, because that is all I need for my games.

There are also several good lists out there, including CC stuff from Cairn and similar games, but these are slightly closer to B/X.

Saturday, October 10, 2026

100 days of B/X (part III - B11 to B14) - alignment, costs, language

Continued from here.

B11 - Alignment.

Too much time has been spent on the subject. Here, the "cosmic forces" are not even mentioned, and alignment is just a measure of how trustworthy and altruistic you are. Law is explicitly similar to Good and Chaos explicitly similar to Evil. It doesn't work much better or worse than other versions of D&D. 

Because of that, alignment languages do not make sense here.

In addition, alignment is kept secret for Chaotics and Neutrals, but Neutrals have little reason to hide their alignment, and Alignment Language could be tested anyway...

B12 - Cost of Weapons and Equipment

The costs are very strange by medieval standards, but they make sense to make the game a bit more interesting and challenging, as PCs cannot carry much treasure at once.

One tip for remembering how much a coin is worth is The Parable of the Workers in the Vineyard (Matthew 20:1-16): one silver coin per day of work is a decent, standard wage for an ordinary laborer.

Armor is too cheap compared to other items, while garlic is ridiculously expensive, perhaps due to a typo. Plate armor costs about a dozen cloves of garlic, which I discussed before. These outliers have been fixed and simplified.

B13 - Language

This is purely setting-specific IMO. I don't think B/X (and D&D in general) is great in this aspect. Maybe a percentage of all intelligent creatures should speak Common anyway, to allow for more roleplaying and social interaction. I don't think it is an issue that needs to be changed or explored much in a minimalist game, anyway.

Not much to add to the player character creation example. It seems as always that the PC rolled a bit well for his stats, but not by much. Most of this has been covered in the last post.

B14 is the character sheet.

I'll stop here because B15 describes spellcasting and probably deserves a post of its own.

Anyway, here is my version.

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Equipment


Most items are simplified because items are not the focus of the game. Weapons, armor and shields received more attention to make combat more diverse and interesting. Ordinary clothes are assumed and not counted.


Currency

The usual currency in this game is coins of various metals. For simplicity’s sake, assume all coins have similar weight, and each metal is ten times more valuable than the next in the list. 

1 platinum piece (pp) = 10 gold pieces (gp) = 100 silver pieces (sp) = 1,000 copper pieces (cp).

A gold coin is enough for hot meal, a cold beer or a night in a collective room. Copper pieces are rarely worth carrying for adventurers, but are common currency in hamlets etc. A common laborer will earn rough 1 gp per day and eat cheaper food.

100 coins weight one “item” (i.e., roughly 3 pounds).


Quick equipment selection (optional)

Instead of picking equipment, it is easier to give starting characters a predetermined selection. Each is worth about 105 gp. Feel free to add 10 gp to each character for saving everyone’s time if you want.


Fighter (96 gp equipment + 9 gp spare, 19 weight)

Light armor, light shield, large weapon, medium weapon, backpack, bedroll, camping gear, healing kit, rations × 3, rope, torches.


Thief (100 gp equipment + 5 gp spare, 16 weight)

Light armor, daggers × 2, sling, sling bullets, lock picks, backpack, bedroll, rations × 3, rope, grappling hook, torches.


Cleric (101 gp equipment + 4 gp spare, 16 weight)

Light armor, light shield, medium weapon, holy symbol, backpack, bedroll, rations × 3, healing kit, torches.


Mage (83 gp equipment + 22 gp spare, 16 weight)

Staff, daggers × 2, sling, sling bullets, grimoire, backpack, bedroll, rations × 3, rope, healing kit, hooded lantern, oil × 3, steel mirror, blank book, torches.


Miscellaneous equipment


Food (one day): Fresh (1 gp, weight 1), must be eaten within a week. Rations (2 gp, weight 1/3) last for one month. A hot meal or cold beer in a tavern costs 1 gp.


Common tools (5 gp, weight 1): backpack (holds 10 weight), bedrolls (winter bedrolls: 10 gp, weight 2), blank books, block and tackle (requires rope), board game, camping gear (flint, small blade and hammer), chain (per feet), climbing gear (for wood surfaces or similar; stone climbing gear is 10 gp, weight 2), clothes (winter clothing: 10 gp, weight 2), cooking tools, crowbars, fishing tools, grappling hook, hammers, healing kits (10 uses), hooded oil lantern, hunting traps, merchant's scale, musical instruments (small, like drums, horns, trumpets; larger and more complex instruments cost 10 gp or more), rope (silk, per 20 feet), shackles, steel mirror, winter blankets.


Heavy tools (5 gp, weight 3): caltrops (enough for 10 square feet), shovel, pick, iron spikes (30), tent (1 person).


Cheap tools (1 sp, weight 3): 15 torches, 10' pole, 20 candles (weight 1).


Expensive tools (25 gp, weight 1): holy symbol, lock picks, grimoire, and luxury versions of common items (that might be 10% better or give you a +1 bonus to a test).


Liquids: water for one day (usually free, weight 1; weight 2 in very hot weather), pint of oil (1 gp, weight 1/3 — can be lit and thrown 20' for 1d6 fire damage), holy water (25 gp, weight 1/3 — can be thrown 20' for 1d8 damage against undead, demons, etc.).


Skills & tools

Skills will often require tools such as a healing kit, climbing gear, lock picks, etc. Improvised tools will often cause disadvantages. Some tasks will be impossible without tools or made with a -10 penalty (GM's call).


Melee Weapons


In the case of melee weapons, the damage, price, and weight are determined by size. 


Size Damage Price (gp) Weight

Small (S) 1d4 3 1/3

Medium (M) 1d6 5 1

Large (L) 1d8 10 2

Great (G) 1d10 20 2


Small weapons can be used in the offhand and thrown (10 feet). E.g., dagger, dart, sap.

Medium weapons are used in the main hand and can likewise be thrown (10 feet). E.g., short sword, hand axe, light mace.

Large can be used in one or both hands (+1 damage when used with both). E.g., longsword, dane axe, heavy mace.

Great weapons must use two hands to attack. Two-handed sword (zweihänder, claymore), great axe, lucerne hammer, maul, most polearms, etc.



Ranged Weapons


All ranged weapons require ammunition and two hands to operate.


Weapon Damage Price (gp) Weight Range

Sling 1d4 2 1/3 40'

Short bow 1d6 20 1 60'

Long bow 1d6 30 2 70'

Crossbow 1d8 40 2 80'

Crossbows are slow. You must spend one round (or attack, if you have several) reloading between shots.


Ammunition costs:

• Arrows or bolts. 20 for $5, weight 1.

• Sling bullets. 30 for $1, weight 1.



Armor and shields


Armor comes in three types: light (+2 AC, 40 gp, weight 5), medium (+4 AC, 160 gp, weight 10), and heavy (+6 AC, 360 gp, weight 15). Unarmored characters have AC 10. The Dexterity modifier is always added to AC.


Shields

Shields may be light (AC +1, 10 gp, weight 2) or heavy (AC +2, 24 gp, weight 4; AC +4 against missile weapons). If used offensively, they deal 1d2 damage. Reinforced shields, made mostly of iron or heavy wood, add 50% to weight and cost; they are somewhat tougher but grant no extra bonuses to AC.



Languages

Every character begins to play knowing how to speak Common plus one additional language. Non-human characters have their extra language determined by their ancestry, while human characters may freely choose their extra language from the available list. Characters with positive modifiers in Intelligence, Wisdom, or Charisma may select further languages as described in the Modifiers chapter.

In most settings, characters begin the game illiterate. A character may learn to read and write by trading one of their available language slots for literacy rather than an additional spoken language.

The languages available to characters depend on the setting. Some common languages are Common, Elvish, Dwarvish, Halfling, Goblin, Draconic, Celestial, and Infernal. Common is the most widely spoken tongue across all peoples. Celestial and Infernal are the languages of angels and devils respectively, Draconic is used by dragons and sorcerers, and Goblin is used by goblins, hobgoblins, orcs, and similar peoples. Other languages may include Thieves' Cant (a secret, coded language used by criminals and rogues to communicate secretly in plain sight), trail signs and sign language. In some settings there might be dozens of languages (sometimes even in the same kingdom) and a few alphabets.


Trading Languages

After selecting Common and their first additional language, a character may trade every three further languages for one skill of their choice instead. Spellcasters may choose one extra spell in place of a skill. For example, a character with five extra languages from high ability scores could end up with Common, Elvish, Goblin, Literacy, and one skill.


Alignment Languages (Optional)

If the setting uses alignment languages, each character may select the language of their alignment (Lawful, Neutral, or Chaotic) for free, in addition to their other languages. The GM should confirm whether alignment languages are in use before character creation begins.


"Tragic Characters"

If you rolled your charters and the sum of all abilities is below 63, you can re-roll the smallest ability score once and take the best result. Repeat this until the result is 63 or greater. Alternatively, re-roll all abilities at once.



Skills & Checks


Skills

Certain characters gain skills through their ancestry, class, or talents. Skills allow characters to accomplish impressive feats that would be very difficult for the untrained.

A skill is calculated using the highest relevant ability score plus the character's level, minus 10. For example, a level 3 character trained in Alchemy with Intelligence 13 has a skill of 6 (i.e., 13 + 3 − 10). To test a skill, roll 1d20 and add your skill level; a result of 20 or more is a success. A natural 1 always forces a second roll; if that roll also fails, a mishap occurs at the GM's discretion.

Alchemy (Int/Wis). The character can identify potions, poisons, and similar substances. Mishap: the substance is misidentified or accidentally imbibed.

Athletics (Str/Dex). Covers climbing steep surfaces, jumping long distances, swimming in extreme currents, and other hard physical feats. Mishap: the character falls midway if climbing, falls prone and takes 1d6 damage if jumping, or risks drowning if swimming.

Awareness (Cha/Wis). The character's general alertness to their environment, such as noticing an ambush or suspicious behavior.

Decipher (Int/Wis). The character can attempt to decipher unfamiliar languages, codes, and scripts. Mishap: the text is misread.

Find (Int/Wis). The character can search for hidden doors, concealed objects, and things hidden in plain sight.

Healing (Int/Wis). The character can heal 1d4 HP per person immediately after combat, and 1 HP per person once per day just before sleep. Mishap: the patient loses 1 or 1d4 HP instead.

Hear (Wis). In a quiet environment, the character can listen at doors or detect approaching sounds.

Locks & Traps (Dex/Int). Covers picking locks and finding and removing traps. Picking locks requires thieves' tools and may only be attempted once per lock. Finding and removing a trap each require a separate roll and may only be attempted once per trap. Mishap: the lock and lockpick are broken, or the trap is triggered.

Lore (Int/Wis). Covers history, myths, legends, and arcane knowledge. Mishap: the character recalls confidently but incorrectly, and the GM provides false information.

Nature (Int/Wis). Covers tracking, hunting, foraging, and wilderness survival. Mishap: the character becomes lost, follows a false trail, blunders into a monster, or unknowingly gathers something poisonous.

Persuasion (Cha). Twice per encounter, the character may re-roll a reaction roll or morale check, taking the better result. Mishap: the attempt backfires; take the worse result instead.

Sleight of Hand (Dex). Covers picking pockets and similar feats of manual misdirection. Mishap: the attempt is noticed immediately and with certainty.

Stealth (Dex). Covers hiding in shadows and moving silently. Attacking or moving breaks concealment. Mishap: the character makes a conspicuous noise or is spotted in plain sight.


Unskilled Characters

The GM may decide that certain tasks are simply impossible for the untrained. Alternatively, an untrained character uses their raw ability score minus 10. A character with Intelligence 13 attempting an Alchemy roll would roll as if he had Alchemy 3 (i.e., 13 − 10). I prefer to err on the side of “there is always a chance”, noticing that unskilled attempts are often dangerous.


Ability Checks and Unskilled Tasks

If a task is easy and could be accomplished by an average person with some effort (e.g., breaking down a door or climbing a rope) it is rolled using the raw ability score alone, with no penalty. For example, 1d20 + 13 for a character with Strength 13. If the character has a relevant skill, they may add their level to this roll as well.


Alignment

The universe hangs in the balance of the cosmic struggle between Law, the infinite unifying principle of order and conformity, and Chaos, the unrelenting entropic force of freedom and change. It is up to you to pick a side or remain neutral.

You can choose to be Lawful, Chaotic, Neutral, or Unaligned, unless your class or other features require a specific alignment. Alignment is not a straitjacket for behavior, but a summary of your philosophy, worldview, and sympathies.

Lawful characters believe in heavenly order. There are divine laws, legitimate rulers, and faithful prophets, though also false idols and usurpers. Unholy magic is better left alone, the undead must be destroyed, and other aberrations with them. Some Lawful creatures are very dangerous, because the universe has mysterious rules the mortal mind cannot fully comprehend. To defy Law is to bring destruction upon the world.

Chaotic characters believe in freedom and chance. There are no legitimate kings or queens, no perfect doctrines, no reasonable taboos. The universe is ruled by randomness. The strong rule the weak with power and lies, as it always has been. People and magic are just tools for the clever. Even demons may cut good deals if you’re smart enough. 

Neutral characters believe in Balance. Both Law and Chaos are inimical to humankind, as each vision of paradise would turn this world into a living hell. The gods of Neutrality, if they exist at all, are bound by nature and want to preserve reality as it is. Life is more important than order or freedom.

Unaligned people and creatures are agnostic about this struggle, whether because they don't fully understand it, feel they cannot affect it, or simply don't care.

People don't always act in accordance with their alignment, and it is often hard to distinguish one from another. All alignments contain good and evil people. A Lawful character may wage war against other Lawful sects for religious or mundane reasons or choose justice over mercy without exception. Chaotic characters may cooperate with Neutral or Lawful ones to achieve a common goal. A Neutral character can pray to the Lawful gods against the hordes of Chaos in a moment of need.

Lawful and Neutral beliefs are more common amongst humankind, though Chaos is often worshiped simultaneously, or in secret.

Many nonhuman creatures identify as forces of Law, Chaos, or Neutrality. It is often hard to say if they're telling the truth. As a rule, Lawful creatures are somewhat more predictable, since they have rules to follow (though those rules often contradict each other).


Thursday, October 08, 2026

Hit Points as Dodge / short term exhaustion

Short post today.

D&D HP is abstract, I know. But what if it weren’t?

I used to think mild bleeding would be the closest analog. But in my experience it doesn’t hold up.

I’ve had broken bones; they don’t work like HP damage at all. Same for disease.

In practice, HP loss basically: 

A) Make you closer to death, but; 

B) With the same effectiveness in attacking, running, etc., as if you were unscathed.

When I broke my foot, I was IMMEDIATELY out of any possible fight (which probably means 0 HP), but I also could run effectively, etc. Breaking an arm meant I couldn’t fight at all, but maybe I could still run.

Exhaustion didn’t leave me wounded or ready to attack either. But maybe slower to dodge? In other words, an slower reaction time (your running speed and accuracy remain similar). That works.

Boxers and MMA fighters accumulate damage, bruises, etc., but a similar thing happens in BJJ: as you get short-term exhaustion, you get gassed out and more vulnerable to an attack. But you STILL could get a lucky punch (although a “lucky submission” doesn’t happen as often, people DO win with late submissions after taking a great beating).

In AD&D, IIRC, marching too makes you temporarily lose levels; it works even better as it affects your attacks, spells and skills.

But HP as short-term exhaustion that makes you slower to dodge is easier and still makes sense.

You can STILL carry “wounds” from one day to another, but in this case the 5e method of recovering all HP in a day or two makes more sense, as short-term exhaustion cannot usually be carried for a long while.

And a trained fighter/adventurer can recover faster.

So maybe HP is a combination of accumulated internal/external damage AND short-term exhaustion. AND long term exhaustion... Guess we’re back to the abstract. Sigh. At least we are not using luck and plot armor in our definition.

Well, at least thinking of HP as exhaustion rather than just wounds easily explains why you can lose HP from starvation, dehydration, sleep deprivation, etc. (although Constitution damage seems to work better for those purposes, especially to disallow high-level PCs to survive two weeks without water as most people die after in day, both extremes sounding absurd for adult humans).

And this keeps 0 HP = open yourself to serious wounds, which is why we need a random table to make results more diverse, as they are in real life (a serious wound can take days, months or years to recover... IF you survive).

Realism, you ask? Nope; I'm into verisimilitude + fun.