DM_Blake said:It seems to me that there is a middle ground.
A game system where damage is painful, dibilitating, and, well, damaging.
But also where access to healing is readily available, and the guy who loses a leg will be up walking around in real-life minutes thanks to the availability of healing magic (or in cyberpunk, regenerative and/or cybernetic technology).
HP don't have to be abstracted to "Well, it might be damage, unless you get it back by resting, or it might be exhaustion unless a cleric heals you, or it might just be your luck running out unless you get it back by any means, or it might be something else entirely - we just don't know what it is, so I guess it's a little red bar floating in the air overy your characters head that gets shorter when you get hurt/tired/unlucky and longer when you get healed/rested/more lucky."
To me, that seems like going too far.
If you can imagine a character who's suffered painful, debilitating damage and surviving X additional hits, why is it a problem for you to imagine that, if he can catch a breather, recieve medical attention, replenish fluids, refocus his mind to get past the pain, or bandage his wounds before moving on, that character can survive X+1, X+2, or X+3 hits instead?
Put another way, consider two injuries - the loss of several fingers on one hand, and a severed tendon in the leg. Set aside the fact that HP loss doesn't model any after-effects of these injuries, just the fact that you've suffered some. Is it that much of a stretch to think that the guy who suffers both of these injuries in the same fight is more likely to go into shock and possibly die if nobody treats him (he falls below 0 hp), but the guy who has a chance to bandage his wounds and recieve first aid after the first injury might have a better chance of withstanding the shock (has recovered some hp, so might not fall below 0)?
There's still an upper limit on how much any character can withstand, as nobody gets unlimited healing surges. There's a much stricter limit on how much you can withstand in a short time.
If you want magical or techno-based healing to be required for recovery, it's pretty simple to do that too - remove or restrict each character's innate ability to use healing surges and give the Cleric more healing words per encounter (or make magical healing potions common). You'll lose out on the ability to play effectively without a Cleric (or massive stockpiles of healing potions), which was a purported design goal of 4E, but if that's what's fun for you, nobody's stopping it.