Well, since HP sans magic in every edition aside from 4e only return at a very slow rate naturally, it's certainly possible that they represent broken bones, severed limbs, deep puncture wounds, and infections, all abstracted out.
Let me just stop you there. In the versions of D&D with the absolute slowest healing, all hit points return to almost any character in about a month of rest (2hp/night). Which is, coincidentally, about the time it takes a marathon runner to recover from going flat out in a big race. In short hit points under the very slowest models recover about as fast as real world fatigue. Hit points do not recover "very slowly" in any edition of D&D that I am aware of. They recover overall at a rate ranging from "Real world fatigue" to "Action hero fatigue".
As for broken limbs, 6 weeks
in a cast is considered usual. You're trying to abstract out the cast as something that doesn't actually slow people down when the hit point recovery is on track for fatigue on its own. Right.
Take both those factors into account and it might be possible that they represent broken bones, severed limbs (excuse me? Are PCs now starfish-hybrids?), deep puncture wounds, and infections all abstracted out. But I do not find it terribly plausible.
And because the heroes are big dang heroes, they fight at full effectiveness through all the scars and scabs and limps because they're big dang heroes and not 4 hp turnip farmers.
And here all I can say is that I don't care how big dang a hero you are. If I break your swordarm badly enough
you are going to have to wield your sword in your off hand.
Which is why a modular rule there is a smart way to cut the Gordian knot. 5e doesn't need to be a game without metafictional HP, but it also doesn't need to be a game that assumes metafictional HP.
I seriously, however, doubt that 5e is going to be the first version of D&D in history that doesn't assume metafictional hp, and has genuinely slow healing rates, broken arms, and everything else implied.
I like gradual HP attrition and PC's getting battle damage as their HP drops lower, and injuries that still hurt the next day, which works well with HP-as-meat, and which HP-as-not-meat doesn't sit with quite as easily (fast healing is not a good survival mindset!).
There's a reason extended rests in my campaigns take longer than 8 hours. And if you're down healing surges you are still fatigued and your wounds are still hurting.
Now if everyone's done telling me that I can't possibly have fun playing the game how I like to play it....?
I don't think that anyone is telling you you can't have fun playing in a setting where people heal ridiculously fast from wounds and in which a broken arm gives no penalties. I am, however, saying that it makes almost no fictional sense when compared to the mechanics of hit points - or to real world healing. And as such the default should be one that actually makes physical sense.
Had a game once where a barbarian plummeted at terminal velocity into magma, and swam out and killed a few salamanders while his skin peeled off. Superstitious, you know, so he didn't want magical healing. Fine in a week (high CON, 3e, mid-level, possibly involving a magic item re-fluffed as an inherent part of the character, IIRC). Heck yeah.
In short the damage was special effects. I can get behind that. Hit points as divine protection, luck, and magic. This sort of thing is
exactly what the "HP aren't meat" group are saying.
This is about psychology. It's the same thing that goes into SAN loss in a CoC game, or pulls from the Jenga tower in a Dread game. It is about the creeping presence of the reaper breathing down your throat at all times, the reminder that each kobold you fight is one little step closer to an impending demise.
Not up everyone's ally, but up mine, and certainly well within the spirit of a huge chunk of the history of D&D.
Oh, agreed. Which is one reason I love the 4e rest mechanics. I've got one of my current groups terrorized using them right now. Because I'm running survival horror
and denying them their short rests. I'm also taking 2hp off them here and d6 hp there. They are scrabbling around right now for somewhere to rest and bandage their wounds - just a five minute breather.
Call me a weirdo, but I don't like my character's status as a big dang hero contingent on some pushy jerk reminding me of it twice every five minutes. I also don't like my character to be deluded and panicky. So that don't work for me personally.
Call me a wierdo, but I have much stronger objections to a fighter's endurance being cleric or happy stick (wand of CLW or Lesser Vigor) derived than I do to warlords. And this is one of the many reasons why HP and Healing Surges work much better for me than any previous D&D iteration.
Second, you're being overly literal. HP is meat, but 1 hp doesn't represent a descrete poundage of bodyflesh or anything. This isn't some sort of strict simulation of mass. Rather, when you get HP when you level up, it represents turning a significant blow into a less significant blow.
You mean it's a mix of skill and luck, with only a very few blows connecting fully? Right.
Also, how in your model do you account for critical hits? When an orc wielding a greataxe makes a critical on a human what does that even mean?
A hit that goes deep at level 1 goes less deep at level 2, and at level 20 it's more of a scratch or a knick or the tip of your ear coming off or something.
In short hp aren't meat and the damage is almost entirely cosmetic until you pass below a threshold. This is the down the line "HP aren't meat" position. Except that you also have HP as meat when the barbarian falls into lava at terminal velocity.
That would matter if I were appealing to some authority to insist that my version of HP is THE CORRECT VERSION, but I'm not.
You're asserting that HP aren't meat except when they are. They are largely skill, luck, and fatigue - as you've just shown above.
Or maybe if I gave half a baboon rump what kind of justification the authors gave. I'm just asserting that it's a way people play the game, and a way people have always played the game, with the partial exception of 4e, because 4e's mechanics worked against that playstyle, because 4e wanted to include non-magical spike healing, and non-magical spike healing only really works with HP-as-not-meat.
However 4e HP work
perfectly if hit points include the ability to turn a blow into a less serious one. As your HP do.
And why do you accept the Skald's spike healing and not the Warlord's? I genuinely can't see much of a difference.
This isn't a controversial statement. Inspirational healing doesn't work with HP-as-meat, and HP-as-meat doesn't work with inspirational healing. Only one e of the game has had inspirational healing, so, aside from that, HP-as-meat has worked fine.
Inspirational healing doesn't work with HP as meat. But it works perfectly with HP as the ability to turn a blow into a lesser one. Which is the position you hold. And HP as meat doesn't work with D&D recovery rates
in any edition. The only difference inspirational healing brings is that it points directly at the elephant in the room in the hp-as-meat style.
"Kinds of wounds" isn't a distinction the HP system makes. Vaguely, a hit that takes a bigger % of your HP is harder than a hit that takes a smaller %. Or, a hit that gets you closer to 0 is a bigger hit than a hit when you're at full. But specificity isn't something I'm interested in. And either way, when the cleric says a healing prayer over you, it actually removes some of your wounds of various kinds.
But it isn't the actual wounds you are measuring. Or CLW would have a proportional effect (the way it does in 4e).
Sick to "death"? I'm not sure if melodrama helps in this case.
So I'm genuinely curious: what's with the magic hate? Has magic become uncool sometime with some segment of the fanbase? What caused that?
"If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly" - E. Gary Gygax
Magic itself isn't uncool. The idea that magic can and should be able to do anything is deeply uncool, and just throwing a standardised spell at problems stifles creativity and challenge.