That makes it clearer to me, thanks.
Yes, the rate at which a metagame resource like hit points is recovered has an effect on pacing and on player decisions. It could be hit points, it could be action points, it could be fate points.
Heck, it could even be an ingame resource: in games like D&D and high-level Rolemaster, for example, with readily available magical healing, the pacing pressures come not from recovery of hit points but from recovery of spells/spell points (which in those games are generally a PC resource and not just a player resource). And I can imagine a gritty game in which time spent making arrows and/or repairing armour is a major factor in pacing (the Burning Wheel rules are clearly written to support this sort of play, as they have detailed crafting rules and make acquisition of tools and workshops a potentially important part of character building).
As a side note, my game has a rather detailed crafting section, and I have a PC currently is taking large advantage of it. The party often works around his crafting time (something was held back by two days last session while he crafted something to help the journey).
Now that (I think) I've understood your point, I want to paraphrase it back to you this way: you dislike that 4e has no medium-to-long term resource recovery mechanism which might put a brake on the pace of play (or otherwise constrain or shape the direction of play); and 4e's approach to surge recovery is one respect in which it lacks such a mechanism (whereas natural healing in earlier editions served as such a mechanism at least when magical healing was not available). Is that right?
Um, I'll try to word it as simply as I can (I say "um" because I'm apparently not great at communication recently!): I like having many mechanical devices that allow for standard modern fantasy-genre fiction tropes to be realized in-game. I find that when it comes to natural healing, 4e has narrowed the window more than I find personally appealing (while it's widened it in other areas).
How was that?
I think this is a false choice. If you are hit for damage that will heal overnight in 3.x, that damage heals overnight, no choice involved.
What "choice" are you talking about? I'm talking of a game that mechanically supports both narratives in the base mechanics. I'm saying that I want the game to mechanically support the storyline of "we were 'damaged' in a minor way, but pressed on without any real injury or impediments." This is would be low HP damage.
However, I also want the game to mechanically support the storyline of "we were 'damaged' in a serious way, and then we [insert PC decision] after considering our 'injuries'." This would be high HP damage.
If you are hit for a week's worth of damage, you can either wait a week, or if magic is available, not at all. If any real consequence rides on the wait, and magic is at all a choice, then it isn't a choice. You take the magic. the magic will be back in the morning.
You only wait if magic is not available and high damage is dealt. With the dice, though, not even the DM can make that choice for certain.
It's not about forcing it, it's about supporting it mechanically. That is, if the mechanics support both, then both can theoretically be utilized. You can have someone who is injured and captured (and the captors don't waste magical healing on the PC, and might even lower his HP more), who is split off while injured (scouts ahead and is injured but escapes inside enemy territory, trap separates him from the party, sets off an alarm and gets injured and separated, ambushed and left for dead but someone comes along and finds him alive, etc.), the healer who is dropped in combat, a party without a healer (an all thief or warrior party), etc. In any of these situations (and others not listed, obviously), you can have a lot of interesting narratives open up if HP doesn't mechanically heal overnight. I've experienced it (that is, I've observed it while my players have experienced it). I find it interesting, and I don't want to lose those possible storylines.
I get that people don't agree. I'm fine with them voicing their opinion, and hoping that the game doesn't change. I'm not invested in D&D, so I'm not hugely invested in any decision Wizards makes. However, when it comes to game theory and what I like in a game, I am definitely invested in that, and this is my preference. As always, play what you like
