I think there's still a disconnect here. I'm with you that a good night's rest shouldn't heal all wounds -- but that's still a third issue beside the Healing Surge thing. Consider the following worlds:
I am out of XP to give for the day, or I would have given you some for responding with more than "nuh uh".
1) As in 1e, you have your total X HP and precisely 0 healing surges. You cannot benefit from Healing Word, Inspiring Word, or Second Wind; however, the 2nd level Cleric Utility can still restore hit points. Certain rare elixirs can also restore hit points, but consume a daily use of a magic item.
I don't think that many people have a problem with magical healing per se. The idea that magic can knit wounds isn't a real problem. (That healing potions are tied to healing surges in 4e is weird, though.)
That's a 4e gloss on the 1e system. It doesn't mention normal hit point recovery, only magical healing -- we'd need some sort of rule for recovering hit points in the absence of magical healing -- it could be all (which I'd object to, but there's no reason for it not to be from a game mechanic perspective -- the issue is orthogonal to how 'in game' healing is done!) or it could be 1 hp per day or week or month -- or something in between.
1e does have a mechanic for healing without magic. It just takes time.
Hit points represent... well, something. What they represent is determined by the out of combat way in which they're healed, since magic is magic and tells us nothing. I'd argue that if they come back overnight, they're morale (but why can't nonmagic restore them?!) and if they come back at the rate of 1/month, they're meat points, though severities of wounds correspond to the proportion of hit points of the target that they consume, not the total damage.
This is the Schrödinger's Wounding problem described earlier. How hit points are healed represent what they mean; any description prior to healing may result in retconning or absurdity.
You still probably shouldn't be describing accidental dismemberment too casually
There we agree.
I don't think that there should be rules for this sort of thing (except for how it affects the character's stats); it should be a narrative event. In the most common of instances, it should be a narrative event that
affects NPCs, very often in the distant past (i.e., the innkeeper has one eye, or the pirate captain is missing a leg).
2) As in 4e, you have your total X HP and some relatively small number of healing surges -- between 5 and 15. You can second wind, you can benefit from a few kind words from someone who knows how to motivate, the whole schlemiel.
Again, no problem with this as an idea. RCFG has "shaking it off" and a second wind mechanic that grants temporary hit points.
You can get brought down to 0 hp -- you can even die from it! -- but the round before you die, a few kind words can patch you up and get you back into the fight. If the body is under sufficient duress, not even those words will help -- pure divine magic must be used, or perhaps nothing will work.
Sorry, but my "
Monty Python & the Holy Grail" meter just went off.
In RCFG, a fighter with the second wind ability, who is knocked to 0 hit points, can use that ability as a reaction, to
stay in the fight. Being knocked unconscious and rallying 6 seconds later, IMHO, is a bit too much for a regular game occurance.
This is not in and of itself ridiculous: adventurers have 3 near death experiences before breakfast, and it does not astound me that they'd be able to rally, quickly, from the brink of death and be back to their ornery hellfire-spitting ways.
We differ here. IMHO, successful adventurerers do not have three near-death experiences before breakfast....certainly not the sort of near death experiences that involve bleeding on a battlefield while dead loved ones exhort them to "come to the light".
What I think is flatly ridiculous is the "all better the next morning" system.
I think that this can work in episodic play, where each adventure is a discrete story, as opposed to part of an ongoing sandbox narrative. If the DM takes choice away from the players, he can narrate that they have to heal up over several months once the adventure is done.
(This does completely disjoint hp from wounds, but is not wholly dissimilar to 1e's method of handling things.)
It is only where the PCs have the choice to simply keep going, day after day, with never a rest, that absurdity well and truly sets in.
IMHO, of course.
My suggestion is to have surges be restored at the rate of 1 per night, or 2 per night in the care of a healer or bed rest, or 4 per full day of bed-rest or light (nonadventuring!) activity in the care of a healer.
It's still too quick, but there's usually a cleric or medic in the party on whom we can rely to handwave the speedy recovery.
Again, as I said earlier, it is fairly easy to come up with a better system for handling these problems than the one appearing in the 4e PHB. I fully agree that one can
houserule 4e into a better game! It would be nice, though, if the GSL allowed the publication of said houserules, so that they could be referenced across the board.
RC