And you've overlooked that hit point loss does not and never has represented injury.
Except for the fact that it does and always has. Or do you think that we're not supposed to understand anything from the fact that recovery spells are named "cure light wounds" "heal" "regenerate," etc.
What it represents is a mix of endurance, luck, and cosmetic damage before which you take an actual injury more debilitating than a paper cut. Actual injuries have never been a consequence of hit point loss. You can't break your arm or lose a hand with hit point loss and no amount of castings of cure wounds will fix that. There is a spell that will cause actual meaningful injuries to be healed in at least 3.X and 2e but it's not Cure Light Wounds. It's regenerate.
So you selectively decide to pay attention to what one spell name/description says, but not the others? That's not a very consistent way of looking at things. Likewise, the idea that hit points are a mixture of luck, divine protection, etc. was dealt with in the OP, i.e. that there's an essay or two that says that in the Core Rulebooks, but the game's operations don't reflect that, and never have until 4E tried to shoehorn them in. You can, in fact, represent a broken arm with hit point loss, and so repair it with
cure light wounds. Losing body parts is something else (hence the perennial argument that "
regenerate is an answer to a problem that isn't present (notwithstanding a
sword of sharpness)" argument).
And even if injuries worked the way you said, it wouldn't be relevant. Because what is relevant is that the cognitive gap is entirely about whether people can be bothered to learn and engage with the rules or not. Engage with the 4e rules and your argument as shown vanishes in a puff of smoke. It only exists in the minds of people who don't think that separate rules sets can work different ways.
You've almost stumbled upon a good point here, but gotten a salient point wrong, which is that the cognitive gap is about how much effort the players (which includes the DM) have to put in in order to bridge the different between what's happening in the game world and what the rules tell them. Unfortunately, the 4E rules are more obscure in many respects than what previous editions represented in that regard. The fact that some people don't mind that work doesn't mean that it's not there, which is demonstrated by how you keep saying that just because you can fix the problem, it's not a problem.
So what they haven't done in D&D cases is taken an injury more debilitating than a paper cut is to a normal person. It's almost entirely cosmetic.
So you acknowledge here than an injury is being taken. That's a step forward. The fact that they're playing through the pain, as it were, doesn't change the fact that it's still an injury, however, and potentially a serious one. That's markedly different than a paper cut. Again, the characters
are being damaged, they're just not letting it slow them down.
Of course 4e better reflects these characters this way. Characters can go down, bandage themselves up, dig deep, and keep going. This is because 4e, by splitting short term resilience and endurance better models this type of fiction. 4e therefore narrows the cognitive gap by including the ability for people to go down within the scene, being under serious threat, but being able to keep going afterwards using their own resources. Which is what e.g. Rambo does. He recovers from rest and from bandaging, not just from magic. But the injuries are still there even if he's recovered.
In point of fact, an examination of 4E demonstrates that it's much worse at reflecting characters in this way. That's because while it
wants to measure characters' injuries as well as their ability to keep going in the face of them, it foolishly tried to measure both of those by the same metric: hit points. Had it moved the personal stamina issue over to its own mechanic, then that would have worked out much better. But it didn't, and therefore widened the cognitive gap. Note that this remains true despite your attempting to tie healing surges to a different narrative representation, which the 4E rules themselves don't do (again, a place where the game could have done better, but didn't). As you yourself mentioned in another thread, the Core Rules are "undercooked."
Once again you are simply demonstrating that the cognitive gap is in your head and caused by your inability to understand 4e rules even after fifteen years. Inspiration doesn't provide the energy, it encourages the target to dig deep into their own resources.
And this goes to show that you yourself don't understand the game you're defending, which is why you have to keep misrepresenting what the books actually say in order to get your point across. The lack of a gap is entirely in your own mind, because you keep reassigning terms and definitions in ways that the books you're championing don't acknowledge.
In 4e the main effect of Inspiring Word is that it allows
the recipient to spend
one of their own healing surges. If you don't have a recovery to spend then you can't spend it. As you yourself quoted in your OP
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
But if you have no healing surges left
you can't spend one. So it's not "a character stays alive as long as they feel good about themselves", it's a character with sufficient inspiration can keep going
until they are completely exhausted (as measured by their running out of Healing Surges)
. But when they are out they are out.
This overlooks that the operation of a healing surge is to restore hit points. The same way other curative effects restore hit points, even when those effects are explicitly stated to heal injuries. So if the healing surge is the character spending their own healing surges, what does that mean from an in-character standpoint? And why is it activated by another character's actions if it's something the target is doing? Because the answer here is that the regaining of hit points via a healing surge isn't wound recovery, whereas the recovery of hit points from certain other operations is. Ergo, the game has hit point restoration (and loss) being two different things, even though it's the same instance of game mechanics. Hence the widening of the cognitive gap.
At that point they have run out of endurance and need something magic. Whether something like Cure Wounds (which causes the target to recover as if they had spent a healing surge but the energy is provided by the spell) or Lay On Hands (in which case it's the Paladin not the recipient spending the healing surge as the paladin transfers their own energy).
So why doesn't a Healing Word work on them when they've run out of healing surges, even though the description for Healing Word says "You whisper a brief prayer as divine light washes over your target, helping to mend its wounds." Does divine light that helps to mend wounds no longer function because the target is out of endurance? Godly power requires someone to still feel like they aren't completely exhausted? Whatever explanation you come up with here is an instance of bridging the gap, which is wider because now recovering hit points is no longer solely about wound healing.
Yep.
That it never has been and I'm not interested in discussing your house rules.
Because you're apparently only interested in discussing your own, rather than what's in the 4E rules.
If you want to cure a hand being chopped off you need the Regenerate spell. I'm fascinated however that you think that it's appropriate for a first level spell to be able to cure literally anything.
Which is why very few effects specify losing a body part, hence why that specific operation is called out in
regenerate. However, I'm baffled that you think a
cure light wounds spell can't repair a broken bone.
Yes. It only heals hit points.
So you grant the premise that hit point restoration was traditionally (prior to 4E) only about restoring physical injury. Good to know.
You're confusing "how D&D has always functioned" with your personal houserules. When an intellect devourer eats someone's intellect that is an injury and Cure Wounds has never been able to do that.
I think what you're saying here is that Cure X Wounds spells have never been able to heal damage dealt by an intellect devourer, which is a rather odd position to take. In the AD&D 1E Monster Manual, intellect devourers deal psionic damage (i.e. the eating the intellect part) via
ego whip or
id insinuation, which as per the OP deals physical damage to an opponent, and so can be cured via
cure light wounds. In the 4E MM3 book, their "thought feast" power (for the intellect glutton) deals 10 points of psychic damage, which can also be cured via a
cure light wounds power. So I'm not sure what your point here is.
Except they are less different than being stabbed with a sword and being burned by a fireball. Healing Word is largely the placebo effect. There is a tiny trickle of healing magic in there but it largely perks the target up.
"Less different"? One is them accessing a personal reserve of stamina, and the other is bodily harm of some kind. If Healing Word was a placebo effect, why does its description say that divine light is washing over the target, helping to mend its wounds? Why is there no mention of the target "perking up"? You say that there's also some healing magic, but it's also a "perking up" effect; that's literally two different operations at the same time, which is what the OP refers to.
Meanwhile if you want actual healing magic then you want to look at something like Cure Light Wounds which explicitly allows the target to recover hit points as if they had spent a healing surge. Or Lay On Hands where the Paladin is the one who spends the surge.
Which is another acknowledgment on your part that two different things can potentially be happening even when the operation is that hit points are regained. You're making my argument for me.
Oh, and in terms of fluff
Healing Word
You whisper a brief prayer as divine light washes over your target, helping to mend its wounds
The primary result of Healing Word is light. The level of actual healing provided is minor, but it produces the placebo effect.
Cure Light Wounds
You utter a simple prayer and gain the power to instantly heal wounds, and your touch momentarily suffuses your target with a dim light.
It's worth mentioning that if you just look at the
hit point total Healing Word actually causes the target to recover more hit points. But they are still wounded because they are down healing surges. Cure Light Wounds however instantly heals wounds because it
doesn't leave surges spent.
So in other words, you want to suggest that Healing Word doesn't actually heal physical damage
despite what it says because of how many hit points are being regained? Because that's kind of the central point regarding 4E widening the cognitive gap.
If you want to take issue with the death and dying rules go tell the 5e forum it doesn't make sense. It's the same mechanics.
It doesn't make sense, but that it doesn't make sense in 5E doesn't make 4E's use of it any better.
Tu quoque isn't logically valid.
What do you mean by healing surges and hit points working identically?
Are you suggesting that healing surges don't recover hit points?
Sorry, to clarify I meant dying instantly at 0hp. At 0hp you are down but not dead.
But still dying, because you've taken wounds so severe that you can
no longer function in spite of them. And yet the "personal reserves of stamina" issue still works to let you recover.
If you need a citation toward your own alteration of how healing surges work, I don't know what to tell you; that was your own previous post!
You can do that by actually reading the PHB and understanding what it says. Or by talking to people who do. It's not my fault that after fifteen years you haven't done this.
Oh, the irony here. You've postulated that healing surges represent personal reserves, apart from hit points themselves, then turned around and said that the flavor text for Healing Word doesn't really say what it does. It's pretty clear which of us needs to go back and read the 4E rules, and by "which of us" I mean "you."
Except that as shown they don't represent that different things. Inspiring Word and Healing Word are both ways of encouraging the target. Healing word explicitly creates light but does not "instantly heal wounds" the way Cure Light Wounds does. Both have the primary effect of convincing the target things will be fine.
No, Healing Word does not "encourage" the target, except under your weird house rules. It flat-out says that it produces divine power that heals the target. You can change that if you want in order to bridge the cognitive gap that produces when you look at Inspiring Word, but you're still bridging the gap, not showing that it doesn't exist.
Which is not something I hold.
You literally just said that hit points don't tell us anything, that they were a video game lifebar, etc. So clearly you
do hold that position.
And this is complete nonsense and a failure to understand good storytelling. Big damn heroes absolutely slow down because they are injured. What they don't do is give up just because they are at a disadvantage. Even superheroes get hurt and injured, and this meaningfully slows them. The untiring robotic nature of pre-4e fighters that just spam their attacks is one reason I really dislike them. They do not match the fiction they are based on. 4e was the best here, with many 5e subclasses being at least passable (and for the ones that aren't? I don't have to play them even if I'm playing a fighter).
This is an excellent demonstration of why your points are all over the place. You're bringing your own biases to the table, i.e. how you think the game "should" function in order to abet "good storytelling," because you apparently want a more narrative experience. No wonder you have to keep reflavoring what 4E says! The fact of the matter is that D&D has never been a narrative-first game; the story is an
after-the-fact construct that you put together later. Even in 4E, fighters can fight indefinitely so long as they don't take damage, so if you think it solves that problem, well, it was only "the best" because you've introduced a lot of things that aren't in the books.
pre-4e it meant something impossible. In 4e it is clear. It just goes over your head.
It couldn't be less clear, if you actually read what's there. You should try it; you'll be surprised.
I'm saying absolutely that only bad action movie protagonists keep going with no loss of prowess. (There are action movie villains that legitimately keep going without loss of prowess, but that's one of the things that makes this group of villains so terrifying). Good action movie characters keep going and respond to what is happening to them, clearly weakened but still able to pull through. I expect the PCs to be playing Kyle Reese not The Terminator.
And again, this is you bringing your own issues to the table, rather than engaging with what's actually there. You want a game that includes an exhaustion/stamina mechanic, and that's fine. But having that be the same as the mechanic that tracks mounting injuries means that you have the same operation doing two things, and that's going to widen the cognitive gap, as it did in 4E.