Yes, he did:
Because these reflect both the actual physical ability of the character to withstand damage - as indicated by constitution bonuses- and a commensurate increase in such areas as skill in combat and similar life-or-death situations, the "sixth sense" which warns the individual of...
The argument is that hit points do represent physical wounds in the core system, at least some portion of those hit points. That's all I've been arguing all along. That's where we get terms like hit points, damage, bloodied, and healing. There is some measure of those things that are physical...
Why? Why should I accept the core system unchanged? How come you can't accept the core system that has slower mundane healing with a modular rule to speed up healing? What gives you the right to determine what the rules look like or to tell me that I should just suck it up? How come you can't...
Now I know you're full of crap. You're blowing individual words out of a list and changing an ambiguous paragraph to phrase your personal opinion to pretend it is somehow unambiguous.
That's garbage. Your own cherry picking does exactly the same thing. You want all hit points to never represent...
Gary isn't arguing 50%/50%, sure. But he's arguing 35%/65% based on his own words there.
Just because you can cherry pick stuff doesn't make your case, because I can cherry pick stuff right back.
Reductio ad absurdum much? No one narrates a head being chopped off unless that is literal death to the character. But a wound that drops a character below 0 is absolutely a hit that does real damage. If it wasn't, then there wouldn't be death saving throws. There wouldn't be mechanics for...
I actually sort of agreed with that bit from 4E. Negative hit points means you are actively dying. You're in shock, bleeding out, and laying in the dirt/muck/blood/waste filth/etc. This means 0 HP = not dying = stable. Any kind of healing means patching up wounds. In the case of magical healing...
I think this really is the only answer. What I'd like to see lies somewhere between your 2 and 3. I have no problems with the hit dice mechanic (unlike the very real ones I had with healing surges). It's all to do with the mundane hit point refresh rate.
I'm willing to bet dollars to donuts that a search through AtomicThinkTank will turn up at least two separate versions of Mario.
Edit - Yup. Here's the first link that popped up. http://www.atomicthinktank.com/viewtopic.php?p=245784
Why is "relying on magical healing" equate to "stronger non-magical healing"? What is the rationale there?
So, the answer is for me to play the game I've been playing for 30 years in a different manner? Why not just tell me to go play a different game?
What do you mean don't describe every hit...
I like John McClain, but I don't think he's fighting at full power by the end anymore than you think Rocky's punches are landing with the same strength behind them. And that rule would be fine with me, too.
I think you're right on the money there. And, as I've said before, this isn't like a...
Why is it that everyone so in favor of Hit Points representing luck always ignores these parts?
Hit points cut both ways, but healing does not. The insistence on non-magical healing invariably points only to the luck part of the HP. It never addresses, or even acknowledges the legitimate point...
Here's an analogy for where I think we're coming from.
You seem think that my idea of a fighter with 1 HP is Monty Python's Black Knight. He's missing limbs and potentially disemboweled and just dismissing the dismemberment as a flesh wound. He's bleeding profusely and screaming "Come back here...
Except when he magically Wolverine's himself completely healed after sleeping one night.
I don't think we'll see eye-to-eye. Which is sad, since I'm even willing to meet at a halfway point for hit point refreshing, a proposal I've seen suggested at least a few different times by a few different...
I'm sure you believe that. I don't. A caster without spells is a liability, not an asset, and they already have an extremely limited resource management (spells refreshing in a day), so limiting it further makes them unwanted hangers-on. It makes every wizard a Raistlin. I like Raistlin, but...
The rules. Page 9, right-hand column, under "Taking A Turn": Movement in combat. It says you can break up your movement to move before and after your action, if you want. Then has rules for moving through party spaces, but not through monster's.
Slowed recovery of spells does not make me happy. That nerfs casters to the point that they are effectively worthless. And I hardly think looking for slowed natural HP recovery means I want Fantasy Vietnam. So take the strawman out and burn him somewhere else.
Walking Dad - chalk it all up to completely opposite playstyles and desires then. Magical healing is something I believe in. Do I think a magical healer should be mandatory? Of course not. You can play a party of four fighter or four wizards, but don't expect to get up and keep fighting without...
True. I was just spitballing, really. It was just a rough idea that sprang to mind. I probably wouldn't use it, and I think a situation like that has actually never come up in a game I've played or run (that's why we have magical healing after all).