Imaro
Legend
High level 1E adventurers were very emotional insecure I guess. After all, I would think it would be the *guy with 8 hitpoints* that would be hiding under his bed, afraid to back into the dungeon. Not the guy with 300. In fact, that's how it would be in 1E, a low level adventurer with natural healing was at full hp and willing to return to adventuring much sooner than a higher level guy.
I'm talking 3e here, and you're looking at it wrong... The higher level adventurer can heal just as much as the lower and go squash the kind of opponents the lower adventurer is facing (one of the reasons I like sandbox games...because you might just be doing this), but to go back out and fight a demon lord, especially after it crushed any notions that your sword form was perfect is going to take alot more than to go fight an unskilled scrub of a goblin who got a lucky shot in, whether you're 1st level or 10th level.
There are virtually no physical symptoms of injury in any version of DnD. The only reason that people say there are injuries is because they describe them, it's not actually modeled by anything in the rules. I can say that 1E lets my PC have green hair, while 4E doesn't.
Eh, I like that 3.5 has the disabled/dying/dead distinction better than 4e's full/dying (but maybe you're not dying) distinction...though I would have liked to have seen maybe a wounded/disabled/dying/dead distinction with a simple condition track.
There is no long term damage. One of my points is that you're describing 4E damage in 1E terms. While both systems use the same vagueness, IMO you're describing 4E damage as a lasting effect with no good reason. Now I'll claim that a character in 4E with maximum hitpoints has an arrow sticking through is leg. Now he gets into a footrace with another one and wins. Now explain how 1E differs.
And yet the game since day one has been based on description. The DM, using the rules (whether gamist, simulationist, or narrativist) translates these rules and describes the world with their effect to the players. The players in turn rely on this information to make decisions and interact with the world. When the game's rules become convulted or even illogical to translate and describe... IMO, the game becomes much worse for it.
I'm describing 4e damage as in some part physical, because one can be knocked unconscious and or dying multiple times in one combat...seems like a good reason to me. I mean what is happening in these battles then, is the PC's confidence being shaken so badly it's knocking him unconscious? Or is it a bunch of scratches that are causing a hardened warrior to pass out and struggle against the grim reaper? Maybe the adventurer is just loosing his hope that he'll win and it causes him to faint and nearly die.
Because you've made the assumption that you know the nature of the physical wounds afflicting your character. You really don't, I suggest, in any edition of the game. Relax some of your need to spell out things that were always contradictory, and the loony tunes song might fade. In fact, if you've played 1E DnD and had a PC fall off of a 100 ft cliff and live, I would think that the Loony Tunes thing would be something you'd be used to. Two characters caught in the middle of a 40 ft fireball - one is completely incinerated, the other is down about 10% of his maximum hitpoints. How in the world did the "simulationists" out there last so long with DnD?
Uhm... 3.5 and I used the massive damage rules... so yeah for me the looney tunes music had receded a little bit, at least with 3.5. He dodged the fireball, seems simple enough. I don't have to retcon... and who said I was simulationist, I mean the hit points and healing surges aren't narativist either.