Manbearcat
Legend
The answer to the question is not to ask it in the first place.
The first rule of HP Club. Clearly your HP-Fu is strong.
The answer to the question is not to ask it in the first place.
I don't. I always use another health system regardless of which game I'm playing.How do you reconcile hit points?
Life/protective energy is observable. A heal check represents either 1) the healer 'feeling' the target's life energy reserves from a distance, much like channelers in the Wheel of Time can feel the strength of other channelers, or 2) the healer taking the target's energy 'pulse' much like how a real medic can take someone's heart pulse. It depends on whether your injury evaluation house rule allows for distance evaluations, or not.The problem with the "magic forcefield" type of hit points, (i.e. "that literally turns blows, transmutes poisons, regenrates seared flesh...") is that the Healing skill works as a way to evaluate someone's injuries.
It seems to me that the solution, for you, is not to adopt 4e healing wholesale. As others have mentioned, proportional healing (say, cure light wounds heals 20% of hit points, cure serious wounds heals 40% of hit points, cure critical wounds heals 60% of hit points) would fix the problem you have identified.Regarding 4e Healing: Being able to go from "near death" to "full health" in 24 seconds, without magic, isn't in the same time zone as "making perfect sense". With magic you at least have the excuse that it's magic. But simply be expending Healing Surges? Sorry, but whatever WOTC was selling there, I'mk not buying.
Sorry, but I don't get the four rounds bit. Spending healing surges between fights requires a short rest, which is 5 minutes by the rules. Also, non-magical hit point recovery does not mean regeneration. The mechanical effect may be similar (back to full hit points), but narratively, the cuts and bruises are still there (see my edit to the post just above yours for details).4e does indeed address the idea, mostly, by routing everything through healing surges, which are about quarter of the character's hit points, no matter how high they are. This mechanic, coupled with the idea that you can take as many healing surges as you like between combats (up to your daily limit, of course) leads to everyone having a functional Regeneration that puts Marvel's Wolverine to shame: Death's door to fully healed in 24 seconds flat (4 rounds). So it deals with the paradox by burying under massive healing overkill.
You will note that a dagger has only an eentsy little blade. The thing is that as characters advance in levels (sometimes termed "developing", or "maturing"; this is a process a bit like fruit ripening) they develop a protective force field around them. This force field is sometimes called the "dude factor". The dude factor is very thin for 1st level characters, in particular 1st level commoners, who are not dudes at all. 1st level PCs are by definition dudes, so they have more of a dude factor. As your level increases, so does your dudeness, and hence the thickness and strength of your protective dude field. A dagger, having only an eentsy blade, can only penetrate a certain thickness of dude field. A longsword has a bigger blade, and so can penetrate many more inches of dudeness (only dudes can wield a longsword, which is why it's a martial weapon, whereas any schmuck can wield a dagger, which is a simple weapon). Finally, a greatsword is the ultimate dude weapon, and has unsurpassed ability to penetrate dude fields. Even the most mojo dudes find it hard to control a greatsword, which is why it needs two hands to use.
Personally? I recognize them as an abstract game mechanic. As long as they are serving their purpose - being a number that show how far you are from dying - I'm okay with that.
-O