Easy.
You are wrong right there.
One is a fighter. One is a wizard. One is a rogue.
If you completely ignore narrative and focus purely on gamism, then sure, they are identical.
Narratively speaking the nature of their wounds can be vastly different because the nature of what their HP represent are different.
And it seems to me that anyone who is ok with Come and Get It applying to a guard one day, a mindless skeleton the next, and an ooze the following, should find seeing these HP differences as completely trivial.
So, despite the fact that all three are human, have exactly the same stats, their
character class is used as an in-game explanation for the
weaker (wizard) character healing more than TWICE as fast as the fighter? And, for some bizarre reason, 1 HP in a fighter is somehow entirely different than 1 HP in a wizard or a rogue. And that's an argument for consistency?
You're telling me that you have no problem narrating three identical wounds, doing exactly the same thing to three different characters in completely different ways and that's somehow consistent but 4e isn't?
It would seem to me that if you have no problems using meta-game elements like class and level to explain in game reality, you would see this as trivial.
Unless, of course, your players introduce themselves as, "I'm Bartholomew, the 7th level paladin." I could see it working then.
BryonD said:
Burning a surge resource is game mechanically equivalent to burning a CMW spell. Some other resource may be gone, but the wound itself is mechanically removed.
No, it isn't. For one, unless you're the cleric, someone else is spending the resources and those resources may be virtually infinite (healing wands) and completely divorced from any specific character. Surges can never be added to, although there are a few surgeless healing resources.
It's no different than my 100 hp character taking 10 damage. I have 90 hp left. My 50 hp, down one surge character, is exactly the same.
Although, that being said,
KM said:
That's not entirely the problem, though it certainly is related. It's a lot like FireLance mentioned: it's kind of a "massive damage save," and it has the same problem that a massive damage effect does, and that is that you can die with ALL THESE HIT POINTS LEFT.
I can sorta see the issue here. I think it stems from the idea that HP=HP=HP. All HP are equal. I'm not sure I agree, but, that's probably because I like the HP as resource that the player can manage mini-game.
But, yes, I totally recognize that this is an issue. I'm not sure how you could resolve it to be honest. And, no, "go back to 3e" is not a solution for me, since it's every bit as unbelievable to me as 4e is to you.
The goal here is to find a system that satisfies both of us.