Level 1 Fighter
Con of 15
Max hit points at first level
Has 12 hit points.
Is reduced to 1 hit point in combat. DM describes his injuries as horrible gaping wounds that are bleeding badly. His companion, a Level 1 Cleric, helpfully casts Cure Light Wounds on him, luckily rolling an 8 and thereby healing 9 points of damage. The Ftr has gone from 1/12 hit points to 10/12 hit points. DM describes the Fighter's wounds closing until they are merely minor flesh wounds.
Much later..
Lever 5 Fighter (same guy)
Con of 15
Max hit points at first level
Avg hit points all other levels
Has 42 hit points.
Is once again reduced to 1 hit point in combat. DM again describes his injuries as gaping wounds that are bleeding badly. His companion, now a Level 5 Cleric, helpfully casts Cure Light Wounds on him, and once again rolls an 8, thereby healing 13 points of damage. The Ftr has gone from 1/42 hit points to 14/42 hit points. The DM describes several of the Fighter's wounds closing somewhat, but states that he is still seriously injured.
Why? Just a side effect of the abstract nature of the hit point system I guess. The same spell can bring a Level 1 character from the brink of death to almost complete health, but when cast on a higher level character in the same condition, has a much lesser effect. From a rules and game balance standpoint, it makes perfect sense. From a realism standpoint.. well.. it doesn't.
Bob the Lvl 1 Cleric, who tends to the spiritual needs of a small hamlet, once used Cure Light Wounds to completely heal all the wounds inflicted by a rabid wolf on little Timmy the Lvl 1 Commoner. Little Timmy only had 1 hit points and the wolf had reduced him to -4 hit points. However when Sir Valiant the Lvl 10 Paladin was left lying in an almost identical state of health (negative hit points) by a rampaging pack of Worgs, that same divine energy was only barely able to stabilize the hero.
Am I nitpicking this point? Certainly. Do I really think it matters in the grand scheme of things? Not really. But it does poke a hole in the ability of players to "suspend disbelief". Anyone want to put forth a rational explanation for it?
Cure Light Wounds is great
To heal injured commoners
Heroes get the shaft
~ Haiku by Thraxus
Con of 15
Max hit points at first level
Has 12 hit points.
Is reduced to 1 hit point in combat. DM describes his injuries as horrible gaping wounds that are bleeding badly. His companion, a Level 1 Cleric, helpfully casts Cure Light Wounds on him, luckily rolling an 8 and thereby healing 9 points of damage. The Ftr has gone from 1/12 hit points to 10/12 hit points. DM describes the Fighter's wounds closing until they are merely minor flesh wounds.
Much later..
Lever 5 Fighter (same guy)
Con of 15
Max hit points at first level
Avg hit points all other levels
Has 42 hit points.
Is once again reduced to 1 hit point in combat. DM again describes his injuries as gaping wounds that are bleeding badly. His companion, now a Level 5 Cleric, helpfully casts Cure Light Wounds on him, and once again rolls an 8, thereby healing 13 points of damage. The Ftr has gone from 1/42 hit points to 14/42 hit points. The DM describes several of the Fighter's wounds closing somewhat, but states that he is still seriously injured.
Why? Just a side effect of the abstract nature of the hit point system I guess. The same spell can bring a Level 1 character from the brink of death to almost complete health, but when cast on a higher level character in the same condition, has a much lesser effect. From a rules and game balance standpoint, it makes perfect sense. From a realism standpoint.. well.. it doesn't.
Bob the Lvl 1 Cleric, who tends to the spiritual needs of a small hamlet, once used Cure Light Wounds to completely heal all the wounds inflicted by a rabid wolf on little Timmy the Lvl 1 Commoner. Little Timmy only had 1 hit points and the wolf had reduced him to -4 hit points. However when Sir Valiant the Lvl 10 Paladin was left lying in an almost identical state of health (negative hit points) by a rampaging pack of Worgs, that same divine energy was only barely able to stabilize the hero.
Am I nitpicking this point? Certainly. Do I really think it matters in the grand scheme of things? Not really. But it does poke a hole in the ability of players to "suspend disbelief". Anyone want to put forth a rational explanation for it?
Cure Light Wounds is great
To heal injured commoners
Heroes get the shaft
~ Haiku by Thraxus