Fifth Element said:
For me, at least, the problem with energy drain was not that it bypasses hit points. It's that it affecting a completely metagame concept - levels.
And fortitude saves aren't? Aren't they explicitly tied to levels? In 1st edition, levels were a measure of fantastic concept - lifeforce. Since lifeforce has no measurable counterpart in the real world, its natural that you'd consider it a metagame concept.
Ability drain made sense - you feel yourself getting weaker (or whatever).
Right, because abilities measure something that is also (comparitively) measurable in the real world.
Level drain didn't - you feel yourself, what, becoming less competent at certain things, and forgetting how to do things you did before?
More or less, yes. You become diminished. Your soul has been damaged, and so you like the spiritual vitality you had before. You have less drive, less vigor, and less of whatever supernatural quality allowed you to be a hero and survive 50' falls and combat with opponents that weigh 4000 lbs.
My sole objection to level drain (now that it involves a saving throw) is that it can be complicated to calculate. The sole advantage of the new level drain is that it only damages one attribute, rather than the collection of attributes that the old level drain damaged. To a certain extent, that makes it more like hit point damage.
I'm just finding it interesting that after ranting about how bad mechanics that bypassed hit points were for game balance, that we are finding out that underneath all of that '3E suxor' language that we've been getting from the 4E devs that the innovations are actually pretty small. In fact, I can approximate the most important innovation in mechanics that bypass hitpoints in 3.X (and probably will). Save or die now means, 'Save or dying'. I'm ok with that.