Mustrum_Ridcully
Hero
I wouldn't have any issue with calling "wounds" or "wound points" hit points and coining another term for the ablative luck/fate/training/stamina points.
But I think Ridley's Cohort (I would really like to meet this Ridley guy, if his cohort is already that smart) has made the crucial point
We can do all these nice things, but they will make damage and healing more complex, if not more complicated. ANd people don'T want this. D&D Next is not the edition to slay many sacred cows, and most likely not this one. At least not in the Core.
Maybe it's okay if the Core is inconsistent and wishy washy about hit points? It was okay for OD&D and AD&D, wasn't it? So yes, the Core may contain all these inconsistencies that are revealed on closer inspection. But if you care, there will be a rules module that does the wound point / vitality point or hit point / fate point split for you. Or the "hardcore" module where hit points are totally flesh points and there ain't any Warlords shouting you to full health. The core stays wishy-washy about what hit points really represent, but rules modules will give you the tools to expand.
Obviously, having several alternate modules to handle and fine-tune hit points, damage, health and injuries will open its own can of worms. D&D Next may become the most house-ruled and modded game system since... GURPS? D&D SRD?
But I think Ridley's Cohort (I would really like to meet this Ridley guy, if his cohort is already that smart) has made the crucial point
The Healing Paradox exists because it is a Sacred Cow to not add any complexity to the Hit Point system. It is an easily solvable problem as game design issues go. But it is an impossible problem to solve to everyone's satisfaction at zero cost.
We can do all these nice things, but they will make damage and healing more complex, if not more complicated. ANd people don'T want this. D&D Next is not the edition to slay many sacred cows, and most likely not this one. At least not in the Core.
Maybe it's okay if the Core is inconsistent and wishy washy about hit points? It was okay for OD&D and AD&D, wasn't it? So yes, the Core may contain all these inconsistencies that are revealed on closer inspection. But if you care, there will be a rules module that does the wound point / vitality point or hit point / fate point split for you. Or the "hardcore" module where hit points are totally flesh points and there ain't any Warlords shouting you to full health. The core stays wishy-washy about what hit points really represent, but rules modules will give you the tools to expand.
Obviously, having several alternate modules to handle and fine-tune hit points, damage, health and injuries will open its own can of worms. D&D Next may become the most house-ruled and modded game system since... GURPS? D&D SRD?