Victim said:
I'd think that hitpoints would be understood in the sense that some people and things are tougher or reliably avoid serious damage but are harder to fully heal. I don't think that there'd be a quantified understanding like Wickett suggests though.
I wouldn't call it quantified, but I'd figure a veteran Fighter is capable of knowing how much abuse he can take, how much healing he needs after he's taken a combat nap, and roughly where he stands between bleeding edge and bleeding out. It's something that people need to know in order to survive combat or function in any physically demanding role.
I use a number of rules that make it fuzzier-- action points, MDT, and so on-- to keep it from being as cut-and-dried as logical worldbuilding would make it.
The way I reconcile character level and hit points-- and other cool level benefits-- is in natural stores of magical energy and flexibility in channelling it. (Which is also why spellcasters have low hit points and lame combat skills; they're channeling the energy externally.) Figure this goes a long way to why healing magic works so slowly on high-level characters... you're not sealing the wounds, you're refreshing the magic pool which causes the wounds to seal themselves.
Still working on the intersection between Surgery and magical healing. Leaning on a cross between Black Company's surgery rules (nonlethal damage conversion) and
d20 Modern's, with dramatically nerfed healing spells, since they do double-duty after someone's gone under the knife.
Since my setting is pretty advanced, as far as technology and scientific theories go, I figure characters have a pretty good understanding of these things once they're high enough level to notice or if they have skills denoting an academic education or knowledge of magical theory, and a good practical understanding of those facets which they deal with.
Sejs said:
For folks in the know, however, spell level is a much more concrete thing. To steal a book from Sep's page: valences. Tiered ranks of magical complexity that one must be possessed of X mental flexibility in order to juggle all the components of, in order to bring the spell into effect.
Absolutely. This was a stroke of brilliance on Sepulchrave's part.
Victim said:
The reasons many casters don't talk about magic stuff to normal people has more to do with mutual interest (or lack thereof) than keeping mystic secrets. ... And most wizards aren't going to want to bother explaining things at the third grade level all the time.
The two different explanations work very well together, too. Wizards don't have the time to explain the intricacies of spell theory all the time, and even less inclination.