Jeff Wilder said:
I really don't think so. IMO the designers have displayed some remarkable contempt for the intellect of gamers, but I don't share it. (Always speaking generally.) People like me, who ask for token verisimilitude, will recognize that the problem exists, whether you call it "hit points" or "healing" or not. The problem isn't what you call it ... the problem is that in a game that focuses to a tremendous degree on combat, the designers have apparently chosen to excise even a nod toward actual injury, in favor of a system that has only "fully 100 percent functional" and "dead." It really doesn't matter if you call hit points "stamina" and healing surges "recoveries" ... the basic problem remains: there's no injury in 4E.
I wouldn't call it contempt, since that sounds very negative. I think it is more a question of what elements they prioritized. And in this case, their "holy grail" was playability and the fun from playing the game.
Is this just you ruminating?
Yes, mostly. My view is that it's okay if hit points represent also some wounds (the new "bloodied" state implies this). But since we can work without any direct penalties to attacks, skills or similer effects, I have no trouble accepting that _all_ hit points return after 6 hours of rest. Whatever wounds remain, they have no lasting effects on your hit points. (Until you're seriously hurt again, then feel free to "fluff" the damage with an old wound opening up again). Basically there is no strong connection between hit points and wounds. If you're wounded, it's possibly you don't have your full hit points. If you're not wounded, you can still have lost some hit points. The only relation is that wounding only occurs if you also lose hit points.
So, if this is too hard to swallow to me, I wouldn't be content with just saying "it takes a few days to heal off your wounds". I would wounds to have a lasting effect, a penalty.
Or you could trust the DM to understand when his PCs are suffering from persistent effects -- which shouldn't be too hard, since ultimately the DM is responsible for doling them out -- and adapt his game to it, right?
There trust is going even further then that - when the DM wants to dole it out, he will be able to come up with the conditional effects of it, too. Negatively said, they decided that they wouldn't want to bother their designer brains with it.

But I assume they actually bothered their designer brains with it, and figured out whatever they do, it just doesn't help the gameplay.
Out of curiosity, do you think there will be rules for (non-supernatural) disease? Do you think there should be
Considering how little diseases are used and how annoying they are in play, I wouldn't mind and also not be surprised if there were no rules for it. But the simulationist in me would still cry (luckily, he does so very silently and my inner-gamist is laughing out in joy so loud I barely hear him. )
