How do you actually think about hit points in the middle of a game; is hit point loss a matter of endurance or real physical damage?
Hit points loss = HP loss doesn't represent the physical harm itself, only its effects on the character's capacity to keep standing and functioning. These negative effects are called Damage, which is an abstract concept in the game.
Damage: All the effects a character endures from a physical harm. Damage can be physical (blood loss, weariness), mental (pain, loss of morale), etc. Damage always comes from a hit, be it from a weapon, spell or trap. A hit is always a hit.
Hit: Always causes some kind of physical harm, be it a cut, scratch, burn, frostbite, disintegration, bruise, hole, etc.
Physical harm = wounds, injuries, burns, cuts, etc. It can be roleplayed
but it isn't represented in the rules and is not tracked mechanically itself, only its negative effects(Damage) on the character.
Handling wounds/Damage: In my games healing Damage (HP recovering) does not necessarily mean that the wounds and injuries that caused it are gone.
A character can heal most of his Damage by resting or any other non-magical healing, which means his cuts are stitched, his bruises don't cause him pain anymore, he is not bleeding from that bite and he is well rested. All this is represented by HP gain, but going back to full HP doesn't mean all those wounds disappeared; the cut is still there and will be for some time, the bite will take some time to heal, but they don't affect the character anymore, so they are not relevant to the mechanical part of the game, maybe only for the roleplaying part.
Magical healing of course can be handled anyway we want. The Cure Wounds spells fit this interpretation of the rules nicely, because they actually do what the name says: they cure the wounds themselves (they are gone for good), and not only the Damage they caused.
This is how I handle this matter in my games.
