I'll you're right in pointing out that there's a problem, but I don't think that it's "badly wrong." I think it's a problem so small that it's easy to overlook without breaking the suspension of disbelief in the game. Healing surges, on the other hand, are too prominent to overlook, and utterly shatter my suspension of disbelief.
(And to head things off at the pass; no I don't think that magical healing in earlier editions of D&D is less prominent than healing surges are in 4E. I'm saying the problem of low-level healing magic being less effective as characters gain levels is a problem that's easy enough to overlook - unlike the problem of characters having at-will, non-magical bursts of regeneration.)
I think "easiness to overlook" is probably in the eye of the beholder. I find the reconciliation of AD&D/3E healing with the standard model of AD&D/3E hitpoints hard. Whereas I find healing surges easy - and, in particular, I don't find them to be burst of regeneration.
In actually swordfighting... especially between highly armored individuals, you usually don't see actual real injury occur until one of them manages a killing blow. Instead, you see two guys getting bruised, getting tired, getting their bells rung, slowing down, perhaps get some small cuts across the face or arm... until finally someone manages to get their weapon past their opponent's defenses and cuts off a limb, or guts the other guy in the stomach or face. But once that happens, the fight is over.
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if we assume that hit point loss is actual physical injury... you have a guy with 100 HPs taking anywhere from 3 to 15 physically damaging blows (attacks which cause hit point loss) over the course of an entire fight. To me, that seems patently ridiculous. Especially when at the end of a fight when a guy only has 5 HPs left, the only way he can regain those hit points is through magical healing potions or the blessed cures of a man of the cloth?
What kind of attacks were these things? Somehow deadly enough that they require magical healing to remove... but not deadly enough that the fighter could take 3 to 15 of them during the fight? Doesn't make sense. Sure, you might occasionally see a guy take a massive gouge to a non-critical part of the body (say, the thigh or something) that would ordinarily require surgery (or magical healing)... but that would only account for one of those 15 injurous attacks.
I dunno about anyone else... but if I see a swordfighter getting hit by a sword 15 times and is still fighting at full strength... those aren't causing actual physical injury (save for maybe one or two, plus the actual killing blow.) They just aren't. They're just bruising. They're just fatigue. They're just superficial loss of energy that you can get past by getting a Second Wind or a having a friend to tell you to Rub Some Dirt Into It.
I agree with this. And it is a good explanation of why the disparity, in AD&D and 3E, between the hit point model and the healing model, is not easy for me to overlook.
I'm at full health, but I'm down half my surges....exactly what kind of condition am I in? How do I make sense of that in the narrative of the game? It's not something 4eD&D provides a lot of guidance for.
I'm not sure it's as bad as that. When I'm at full hit points but down half my surges, I've recovered from the immediate drain, stress and fatigue of combat, but my ability to carry on without rest is seriously impeded. I can probably only make one or two more big efforts like that and I'll be too tired to parry, and won't be able to get my reserves back just by taking a breather.
Which is fine, until the guy who had his limb cut off jumps back to his feet and announces it was just a flesh wound and he's had worse.
Any time there isn't a source of magical healing in the party and someone is reduced to zero or less, the issue arises. You can spend any number of healing surges after a short rest; so, 5 minutes after you were dealt a "mortal wound," you're back on your feet and ready to roll.
And that's why you can only narrate in after the fact.
Or you can narrate it as something other than limbs being cut off, as something that heroic grit can overcome:
And that's why I never narrate a guy getting his limbs cut off, unless it was the monster taking the final attack that kills him.
So you never narrate a guy being seriously injured, unless he goes from positive hit points to negative bloodied in one shot? Because that's the only attack you can know to be fatal at the time of narration. If the attack just takes the guy into negative hit points, it's possible--even likely--that he'll be up and about again when combat's over, apparently no worse for wear. Unless of course he bleeds out and dies, in which case he'll be dead.
Not against the PCs, no I don't.
Now when a PC strikes a killing blow on a monster, then sure... all those narrative techniques are fine. Because I know the monster is dead. He isn't healing himself back up.
I agree with everything that DEFCON 1 says here. Don't narrate the PCs into injuries that the mechanics don't support.
So if a guy gets reduced to negative hit points (but not negative bloodied)... how do you narrate that? He's down; he might be up and fighting again in a couple of rounds, or he might be dead in a couple of rounds.
The fighter gets a deep gash on his leg. The Warlord shouts at him and allows him to spend a healing surge. We don't want to retcon but there's nothing saying that that deep gash just looked worse than it really was. Lots of blood came out, but, it really wasn't that deep. It's not that the deep gash goes away, it's just described in more detail.
What Hussar said.
Or, even, this: the wound was deep but the fighter, being heroic, got to his feet nevertheless. On a different day (in mechanical terms, if the death saves had come up differently, or the warlord had not been there), the fighter's heroism might have failed him and he would have failed to get to his feet, instead lying there and bleeding out as his soul is carried off by the Valkyries.
Does this mean that once combat is over and a "wound" is described, no later surge may remove that damage?
Yes. Of course, the heroes being heroes, said "damage" doesn't impede their performance.
As [MENTION=2198]Spatula[/MENTION] pointed out upthread, there are many facets to 4e's healing mechanics that are tending to be run together in this thread. The fact that all healing surges are recovered after a single extended rest is one distinct facet. It is obviously intended by the designers as an adventure pacing device. It makes next-to-no difference to the mechanical balance of the game to change this rule so that healing surges are recovered more slowly (say 1 per day for a 3E feel, or 1 per week for an AD&D feel). All this would do is change the adventure pacing, making it closer to the pacing of a 3E or AD&D in which natural healing is the only means of recovery.
Healing Surges are a very balanced, very sound game mechanic. . .but it makes for lousy roleplaying because of the suspension of disbelief it pushes beyond acceptable levels.
Again, I think this may differ from person to person and table to table. I have no trouble roleplaying in a game with healing surges. And it does no damage to my suspension of disbelief. The idea that a hero can disregard an injury that might impede a lesser mortal is one that I think fits very easily into the heroic fantasy genre.