Glyfair said:
Which leads to the interesting observation that Cure Light Wounds isn't as effective on some people as others, For most people a Cure Light Wounds can bring them back from a nearly mortal wound. However, the big bad monster slayer just seems a little less bloody after the spell.
Of course, this is true of regardless of how you describe hit point damage.
They way I describe the effect of the cure light wounds spell depends on how damaged the PC is, so it's much like how I describe the effects of damage. That is, if the 10th level fighter was taken down to 2 hp, he's sporting at least one significant and obvious wound. In that case, a cure of 6 points has a very visible effect on him, much as it would on a normal man that was down to 1 or 2 hp from 6 (or whatever). After that, cure light wounds still restores his hit points, but the effects are less visible: bruises fade, scratches disappear, muscle aches vanish, etc. Note that those scratches, etc. are effects from damage that would have killed the normal man outright and then reduced him to a crimson smear, so I don't have any problem with it not being "fair" that it's easier to restore the normal man to 100%.
Gez said:
Problem arise for creatures that aren't people. Very large creatures, or inherently magical creatures, ought to have more "real hit points"
Yes, many monsters don't really "fit the model" -- often, monster hit points are more directly related to how much physical damage they can take. My descriptions of damage to monsters often take a more "it's physical damage" approach, unless it's a monster that is operating as a classed character. This is what I had in mind when I said the approach wasn't perfect; the DM needs an understanding of how hit points "work" and how they can mean different things for different creatures. It's not an "exact science."
Some relevant quotes from the 1E rulebooks, which is the basis for my approach to hit points:
1E Players Handbook said:
Each character has...hit points, just as monsters do...a certain amount of these hit points represent the actual physical punishment which can be sustained. The remainder, a significant portion of the hit points at higher levels, stands for skill, luck, and/or magical factors...Let us suppose that a 10th level fighter has 55 hit points...This is the equivalent of about 18 hit dice for creatures, about what it would take to kill four huge warhorses. It is ridiculous to assume that even a fantastic fighter can take that much punishment...Thus, the majority of hit points are symbolic of combat skill, luck..., and magical forces.
Although it doesn't state it outright, the assumption that hit dice "for creatures" are more about actual "physical damage capacity" is clear. Of course, earlier editions didn't have monsters built exactly the same way as PCs are built; instead, monster stats often made assumptions that weren't always explicitly stated with rules. Still, much of this would still apply to 3E, IMO.
1E Dungeon Masters Guide said:
[Increasing hit points]...reflect both the actual physical ability of the character to withstand damage -- as indicated by constitution bonuses -- and a commensurate increase in such areas as skill in combat..."sixth sense"...sheer luck, and the fantastic provisions of magical protections and/or divine protection. Therefore, constitution affects both actual ability to withstand physical punishment...(physique) and the immeasurable areas which involve the sixth sense and luck (fitness).
...
Consider a character who is a 10th level fighter with an 18 constitution...[and] 95 hit points. Each hit scored upon the character does only a small amount of actual physical harm...However, having sustained 40 or 50 hit points of damage, our lordly fighter will be covered with a number of nicks, scratches, cuts and bruises. It will require a long period of rest and recuperation to regain the physical and metaphysical peak of 95 hit points.