I'm slowly beginning to realize this whole issue might have an answer sitting right there in 4e: the 'bloodied' mechanic. If you're not yet bloodied things like Warlord inspiration will have an effect as most if not all of your h.p. loss could be described as fatigue. But once you're bloodied (i.e. below half h.p.) then your h.p. loss is becoming more of a physical thing and inspirational words won't help...or only have half effect, or whatever. The last few points before reaching 0 can be defined as nearly all physical, so let's say if you're at or below 5 h.p. the only things that'll help you are either magic, a good rest, or someone taking some time (several minutes at least) over you with a healing kit.
Howzat?
While it mostly makes sense in the context of how inspirational healing works, I don't think it's a feasible addition to the game.
Having a Warlord works best if it's just a drop-in class - one which people can ignore as much as they want. It's probably the only way it can work.
But having to change the base game mechanics? That's almost certainly a no-go.
I'm not saying one has to change the base game mechanics. These conditions (half h.p., 5-or-less) would only matter for the one purpose of defining how well inspirational recovery might work; and never appear anywhere else in the game if so desired. I used the term 'bloodied' to tie it in with 4e and so people could quickly realize what I meant; that, and the term itself kinda suggests that once you're below half h.p. you're starting to leak just a little bit.
Are you saying this would be something only presented in a Warlord feature? Including something like your above conditions in the text of a Warlord's "Inspirational Recovery" ability?
If so, there's still a significant problem, and the reason why I said
"it mostly makes sense" in my last post.
To begin with,
defining Hit Points or Hit Point loss in this manner goes against the game's definition of Hit Points. However, the game's rules do at least, unofficially, endorse viewing Hit Points in this manner with it's sidebar
Describing the Effects of Damage.
But, we still have a problem, leading to...
Even if one views the first 50% of Hit Point loss as mostly fatigue, mental durability, will to fight/focus, etc. - and even if a character has lost more than 50% of their Hit Points (dipping into meat) - saying that only magic (etc.) can now heal you, ignores the fact that a large portion of those lost Hit Points are still recoverable through inspiration (because they are fatigue, loss of mental durability, loss of will-to-fight/focus, etc.).
In other words, let's say a character has 50 Hit Points.
Hit Points 26-50 mostly represent fatigue, loss of mental durability, loss of will-to-fight/focus.
Hit Points 1-25 mostly represent meat.
If the character's Hit Points drop to 10, meaning 15 Hit Points that were lost are real physical damage, that means that 25 of the lost Hit Points are still just fatigue, loss of mental durability, or loss of will-to-fight/focus (etc.).
Despite being below 50%, 25 Hit Points are still recoverable through Warlord Inspiration.
Now without adding significant granularity to Hit Points, or additional tracking of how many physical Hit Points are lost versus non-physical Hit Points, how do you implement the mechanic you proposed?
Not to mention, as Tony and I have said, even if the remnant of physical damage still persists (scrapes, cuts, bruises, etc.), if the
effect of those wounds has been negated (blood loss stopped, blood pressure restored by adrenalin and seratonin, pain mitigated by endorphins, etc.), then Hit Points have been recovered.
Or are you saying that as long as their is any physical manifestation or remnant of wounds (scabs, bruises, redness, even open but clotted wounds), then their is also a persistent loss of Hit Points?
What about the continued existence of a scar?
And most importantly, why does that matter when the game itself does not go into that level of granularity? How does one ignore that implementing that level of granularity is stepping outside of the games' definitions and mechanics?
How is an argument based on premises outside of the game's definitions and mechanics, a logical reason to exclude a concept that is consistent with the games definitions and mechanics?