This has me scratching my head. In what movie about heroes do the heroes heal all of their wounds overnight without the aid of technology or magic? My experience reading and watching about heroes is that they must at some point suffer through adversity or pain (that which cannot be resolved automatically overnight) in order to prove that they are heroes within the story. What you are describing to me sounds more like superheroes when they are fighting normal criminals. And even superheroes, when faced with a real threat, suffer issues such as losing their powers, acquiring vulnerabilities that can be exploited, etc.
So, the explanation that automatic nightly regeneration of HP is because they're heroes doesn't adequately explain this for me.
The superhero part of this had me thinking about an example of what we mean.
Batman comic opens up with Batman taking down a series of goons, one gets a lucky shot and shoots the Bat. Next scene is in the Batcave, with Batman bandaging his wound.
Then the plot starts, and Batman is likely jumping and fighting and reacting in ways that are unrealistic with a recent gunshot wound.
Unless the wound is the point of the plot. And, likely the villain might punch him in that spot a few times, but that is usually not the first blow the villain lands, but a 3rd act crisis in the fight scene. Oh no, that wound from before has entered play
because it wasn't relevant before.
This is what we mean by "Action Movie" style wounds. Yes, the hero is wounded, yes, they don't "recover" by the end of the day. But, it doesn't seem to bother them. They shake it off, and keep going as though they weren't wounded. Because the wounds are no longer plot relevant.
It is definetly not realistic, and it often gets panned and mocked in media, but it still happens. Because getting wounded is dramatic, but recovering is slow, and the movie/comic/ect needs to be fast-paced
Edit: Huh, you say pretty much exactly this on the next page.
I agree it's not that stark visually, even in my mind. Bruises, cuts and bandages aren't the pain and suffering I'm referring to, though. Visual imagery quibbles aside, my point is that no injury lasts longer than 24 hours that is significant enough to cause the hero to adjust their plans. No PC will ever face a foe that lays them out for a day or more. While D&D can be enjoyed playing this way, I think there is a sense of drama that is lost -- a missed opportunity.
And yes, again I'll say that I'm not personally looking for solutions to something I see as an intractable problem I need help with. It's more my observation of the change in tone of D&D in modern times, and this rule change as a sign of that.
I can see that as a missed opportunity, but I think it is a case of a small sacrifice for a greater good. Yes, it is much harder to give a player an injury that will lay up their characters and prevent them from adventuring for a week or more.
It is also much harder for an unplanned for event or miscalculated monster to throw the entire plot out of whack because the players are all hiding in town trying to recover instead of finishing the adventure.
Yes, players no longer die from poison instantly (I think that was an AD&D thing? It was in the floopy disc games I played) but, players are no longer going to arbitrarily die to a single bad roll from a single weak monster (Giant Centipedes were the worst in those games. I would face dozens of them, and a single bad luck roll could kill even my high level characters. And I had no connection to them compared to a character at the table).
And so on. Yes, we lose out on scenes like from the Dark Knight, where Batman is in the pit recovering as Bane rules the city and drives Gotham to chaos. But considering this is a team game, it is a minor loss in my book. And one I can add back in with various houserules.