Mustrum_Ridcully
Legend
How about this definition?
Hit Points - How many hits you can avoid or take before going down.

Hit Points - How many hits you can avoid or take before going down.

Or maybe just "surge," in order to account for the fact that some hp recovery is of actual, divine healing nature ("Shamwow the cleric buffs out your cuts and bruises. Your skin is good as new!"). Whether it's a healing surge or adrenaline surge depends on the power source that activated the surge.If I was to rename one thing from 4e damage & healing etc, it might be to rename "Healing Surge" as "Adrenaline Surge".
When I said in an up-thread post that "I like healing surges," I meant it. If I'd designed them, I'd have done something like this:
(1) All classes have the same number of healing surges. Probably something like five or six. I'd call them something else, but that's not really important here.
(2) Defenders' surges would be largest (in terms of hit points regained), strikers' and leaders' would be next, and controllers' would be smallest.
(3) Hit points would represent almost entirely intangibles ... luck, morale, divine grace, whatever.
(4) Healing surges -- or, more precisely, the lack of them -- would represent some form of lasting injury.
(5) Damage that is very difficult to explain by loss of hit points would, instead, result in loss of healing surges. For example, a fall of forty feet onto hard stone might subtract two healing surges. Standing in a burning building for half a minute might subtract a healing surge, and so on. Poison might deal healing surge damage.
(6) Recovering healing surges would take much longer than six hours. I'm thinking one day per healing surge. Maybe two with care, or three with magical care.
To make it work under current 4E rules, obviously, it would require other changes. For example, monsters would need fewer hit points. My goal would be to shoot for completing an average dungeon -- say, 10 encounters -- before needing to take any serious down time. (Doing so would involve risk, as injuries piled up, but that's what adventurers do, right, is take risks?)
You are taking the situation to an extreme and assuming the GM will act like a dick.
"For one thing, he ends that section by stating, "However, having sustained 40 or 50 hit points of damage, our lordly fighter will be covered with a number of nicks, scratches, cuts and bruises. It will require a long period of rest and recuperation to regain the physical and metaphysical peak of 95 hit points." The emphasis is mine, and its intended to show that even though Gygax thought of hit points in partially abstract terms, the basic assumption is that the metaphysical injury to ones luck, destiny, or skill could be expected to heal naturally no faster than we'd expect his physical injuries to heal. The modern philosophy suggests that if you've managed to survive the recent past, then the game should quickly reset so that the experience can be repeated.
"The only granularity is at the level of healing surges, as any loss of hit points smaller than a single healing surge is more or less identical, and even this requires little real consumption of resources given the emphasis on resetting and refortifying the party. Hording every hit point isn't as important. Preserving resources across a long series of encounters is often unnecessary, and even undesirable.
"With 4e, I'm sure the rules are mostly fine, but I've no interest in the feel or the style.
Good and valuable stuff snipped so I could say that there are cases where hit points can represent shear brute toughness. If you run a game in the style of, say, Naruto, then a high level fighter is quite literally more resilient than a stone wall (and his bones might well make good construction material...).
IThe way I see it, in 4E, it's all bruises and buffets until you become Bloodied. After that, you're taking more serious punishment, but still nothing really major until you go negative. At that point you've taken a dangerous, potentially mortal wound; without magical healing or a surge of heroic willpower, you're liable to bleed out and die.
If you throw the dart hard enough, it doesn't matter if you're throwing it 180 degrees off-target!Maybe there was some hit mixed in there with all that miss after all?
Yes, number 6 is why.Given #6, that'd probably be for the best.
That's why "almost" entirely, though as I think about it, is it really necessary? If poison does "surge damage," it could just have its own attack roll, right? Anyway, just thinking out loud.Seems fine, although you still probably want there to be a scratches and flesh wounds so that it's possible to use a poisoned blade before chewing through all of a guy's hp.
Cool. I've suggested something similar in the House Rules forum for 3E, because I feel the designers really missed an opportunity to use Constitution damage to represent stuff like falls and drowning.This is used to a degree in the 4E starvation/thirst/exposure rules, so expanding along these lines is natural.
Monsters would need fewer HP in 4E (as it exists now) because combat goes on for rounds after it's effectively settled, and those rounds mean damage. If hit points and surges for PCs don't significantly increase, those resources will be spent more quickly than they should be to reach the "10 encounter" goal I was talking about.I'm not sure why monsters would need less HP (unless you were going to apply these rules to the monsters as well, which wasn't clear above).
I guess not. More than 10 encounters without significant healing -- and I mean "healing of injuries" (represented by surges), not "recovery of hit points" -- strains my sense of verisimilitude.And I suspect that, in play, the incentive would be to press on during a single day (or very few days) until surges were low, then pull back and rest for a week, which would seems like it would break the flow of the game. But maybe not for your style of play.