Jeff Wilder said:
This is untrue. In every other edition of D&D, it took either time or magical healing ... or else you were "closer to being dead." I'm not sure why it's such a stretch to see that "closer to being dead" and "being wounded" are often the same thing.
Jeff, you've done such a good job at explaining how injury works in earlier editions, that you've convinced me that your vision for it works pretty well, that is:
The level of injury is shown by the difficulty of the recovery, and the difficulty in maintaining your defenses (IE staying alive) while injured.
You agree that the "fully functional" aspect (IE no minuses) of being at 1HP can realistically be explained as heat-of-battle adrenaline.
You've got me. I agree that this way of justifying the abstract style of earlier systems works.
What I don't understand is why you can't apply the same level of creativity to the 4e system? Is it just that you've done such a good job of this justification that you can't see that it could be done any other way?
The "bloodied" condition implies injury, albiet minor. The closer-to-death math of low HP is the same, and works in the same way. Is there no way you can reconcile the 6 hour rest making you "fully functional?"
If you can imagine 1HP with no minuses as injured but-ready-for-more, why can't you imagine full HP as the same state?
The only difference made by it is the 4e version doesn't require a long "audit" of healing magic or doing the math to see how many days the party needs to rest to get back in the fight.
Sure, technically you can survive longer in a fight at full HP than just a few, but you can still be killed, and the role-playing reasons can still be the same.
Fitz