I do agree that the minimum damage done before being impaired should be a set number. On the other hand I tend to come from a save or die play style. I am used to that kind of play. My greyhawk roots always were kind of save or die situations and even when I was playing the realms with people. The DM's tended toward the save or die aspect because it taught many valuable lessons. Harsh sadistic evil lessons but lessons non the less. Seems some here don't want to take the most important lessons I had to relearn.
1. If you can't hurt it, Run.
2. If you think you cannot hurt it, Run.
3. If it hurts you more than you hurt it, Run.
4. If you suspect that it has buddies who will beat you as you hurt it, Run.
5. If you think it can stop you from running, Run.
6. If it can kill you in one blow, Run.
7. If it can put you in a state of Fear, Run.
8. If it can hit you more than you hit it, Run.
...etc etc....the whole point is survival.That is what this is about. Horror has always had an edge of surviving.I was not a winner of the Falkovnina/Invidian attack. I was a survivor. I lived barely and others died.I was a survivor of plague attacks, the dead treant attack, headless horseman attack....Never a winner because to win you have to have a clear advantage.I was never certain I would live. Why bother taking a challenge all the way? Test the waters if you see your getting slammed....run. If you lose over half hp in two combat rounds even if the creature is weaker than you.....run and heal.Don't play going to fight it to the end, because it may be your end. Use your wits and you won't die as often. Heck I been critically hit by random minks for 5 damage. You see me bothering the minks no.Never know when they going to walk up and crit me again......damn evil minks.
You can't compare fleeing in NWN to fleeing in Greyhawk or pen-and-paper because everything happens SO quickly here and there are things you can't do in NWN that you can do in pen and paper, like climb a tree, or jump in the water, or find a hiding spot, or create a diversion, and on and on.
Here, the creatures just stick to you and follow you wherever you go, magically "gaining ground" on you through transitions.
Second of all, in a pen-and-paper campaign, and indeed in most other games, it is expected that your encounters will be proportionate to your party and it's abilities.
This idea is thrown out the window at Ravenloft, where you just wander around and bump in to whatever you bump in to, with no knowledge of if it's appropriate for you to be fighting it or not. This is a HUGE problem. HUGE, to which I see no solution in sight, or even being CONSIDERED by anyone.
Essentially what happens is
1) People don't explore
2) People metagame everything.
There's also a PLETHORA of meta-gaming when it comes to rescuing dead people, a dirty little secret nobody really wants to discuss.
Perhaps the biggest unasked question is, "Is having to flee from everything fun? And what deserves priority, fun, or "realism"?
This is the run-away train I see at Ravenloft, where fun has HUGELY taken a back-seat to the pursuit of realism at ANY cost.
On 80% of my adventures, me or one of my comrads have ended up a corpse. This includes travels with "veteran" players who are leading and know what they're doing.
Once again, death is treated as trivial here because it IS. There's only so many times you and your friends can die before the "oh, what happened? oh, I'm alive, yay" roleplay becomes trivial.