The problem with the above is that Character B was killed by being skewered through the heart, the same as Character A. In the narration, the earlier damage did not contribute to Character B's death except indirectly, by making him less able to dodge the killing blow.
So why, given that both suffered the same (near-)fatal wound, is it so much harder to heal Character B to full health than Character A - requiring either a lot more time, or a lot more magic?
Because Character B has more wounds (or a much more severe single wound) than character A does. Assuming both were killed by sword blows, consider the number of hits each took. Character A died from one hit through the heart; Character B died of that also, but suffered a number of other wounds in addition.
Healing magic, under the fluff interpretation I proposed, is going to heal the worst (fluff) damage first. The CLW's mechanics is to bring both characters back above 0 hp - the fluff is that this totally heals Character A's one and only wound, whereas it heals the same wound on Character B...still leaving him with a myriad number of other wounds, which will require more time or magic to heal.
Your narration of damage implies that it is not a cumulation of nicks and grazes that kills B, but rather that these wear him down so that eventually he dies the same death as A. But the healing system strongly suggests that B did die through attrition, and thus that healing B just requires restoring more "meat" than is required to restore A.
That the healing system suggests that is your interpretation of the fluff, though. I'll grant you that hit points for vitality do seem ablative, but the fluff is easily able to override the mild suggestion that the mechanics make in this case. There's no disconnect from suggesting that Characters A and B died of the same wound, with Character B being worn down to that point. The fluff I wrote for how healing works solves the problem you mentioned.
This makes no sense to me. Cure Light Wounds heals a (near-)fatal wound, but healing all of Character B's nicks and grazes requires Cure Critical Wounds? At best, the spells are badly misnamed. At worst, your model for hit points has broken down.
I'd say it's the former, but really it's not even that. Simply put, the spells aren't misnamed - that's just a misconception based on what the names sound like. Saying that a
cure light wounds spell only cures "light wounds," as opposed to more serious ones, is silly.
The thing to keep in mind is that a CLW heals
only the non-fatal wound, but nothing else. Had a
cure critical wounds been applied instead, it would have healed the near-fatal wound first, just like the CLW, but then would have kept going and healed the lesser wounds as well. The idea is that all healing magic starts with the worst wounds (those that brought the character to 0 hp and below) and works backwards from there.
And the problem arises with natural healing, also. Consider Characters A and B after they take 5 hp and 15 hp of damage respectively. Character A is badly injured - any blow will kill him. Character B has suffered only some minor wounds. Yet Character A will heal to full strength in less than a week, while Character B will require more than a fortnight to heal. That makes no sense to me, unless we assume that hit points are measuring something other than "meat" - eg some spiritual prowess or luck that Character B takes time to regain.
Of course, you could change the natural healing rules to be more like 3E. But that is hardly a defence of the consistency of the AD&D hit point mechanics under your interpretation of them.
It really seems like you negated your own point, here. The 3.5e natural healing mechanic solves this problem quite neatly. Higher-level characters heal more damage, which scales almost perfectly with the fact that they have more hit points in the first place. Problem solved.
Why do you say that magical healing in 4e is healing physical damage? If the damage taken is all psychic damage, for example, or is all the untyped damage inflicted by the Dread Wraith's hideous gaze, than the healing spell is presumably raising morale also.
Maybe it's just me, but that seems needlessly complex. So healing magic can heal not just physical wounds, but also raise a person's morale? Healing spells can make somebody feel more heartened if they've been intimidated?
I'm not saying a fluff justification isn't possible; I'm just saying that it's not very good.
Only if the GM or the player are playing poorly.
I'll grant you that a creative interpretation can probably fix almost any mechanics, but as I said, this seems to be needlessly difficult. I can understand "gritting your teeth and getting through it" for a Healing Surge to restore hit points that were previously narrated as a ruptured lung...but that's not temporary in the way that that'd work - the character has just
permanently ignored what was described as a serious wound through sheer willpower.
I didn't understand this when KM said it, and I still don't.
Look, if 4e's mechanics were novel, and no one had ever RPGed with them before, then I could understand all this angst. But 4e's mechanics are old hat. They have existed for years in games like HeroWars/Quest, The Dying Earth, etc. These are not obscure games written by non-entities. These are major games written by the likes of Greg Stafford and Robin Laws, and they are full of discussions of how to narrate things like 4e hit point loss and healing in such a way as to avoid contradiction or the need to retcon. LostSoul in his posts has also given numerous examples and explanations.
I'll admit that I don't play those games, and that I mostly skimmed over the last few pages of posts, but I think the central point remains. The new system of mingling the crunch and fluff of hit points is lopsided, and more difficult than it needs to be, at least compared to previous additions.
If you narrate an injury as physical, and then when a warlord heals you you don't know what to say without retconning, that is your problem as a player. As LostSoul and I have posted, the narration here is quite easy: "Despite my wound I grit my teeth and go on."
See above. This isn't the character forcing themselves forward for a few minutes; it's them no longer being troubled ever again by a serious wound.
And if you narrate an injury as a severed limb or something of that sort, which you think can't be teeth-gritted through, then you are no worse off than you ever were in D&D, because no Cure X Wounds or Heal spell has ever been able to heal a severed limb - it has always required Regeneration (in 3E this also seems to be required for the healing of ruined organs - like a heart pierced by a sword, presumably). So if you as a GM were in the habit of inflicting non-healable wounds on your PCs when playing AD&D - not something supported by the damage mechanics - then I'm sure you can go ahead and do the same in 4e.
This is a separate, albeit related, issue - the gamist vs. simulationist approach of hit points isn't what we're talking about. We're talking about the mechanics of hit points versus how the fluff works with said mechanics. They're similar, but fundamentally different, which is why the
regenerate spell has been virtually useless in every edition of the game.