Truename said:
Umm, not to poke the tiger,
Hahaha, I'm a tiger! Rawr!
but isn't that what we have in 4e? My players use healing surges to heal back up to full (or nearly so) in every short rest. I think you could choose to flavor HP as short-term endurance and surges as long-term endurance quite easily.
Yes, it is very close to what we have in 4e. The problem for me is that HPs are pulling double duty, representing both kinds of endurance, when they should only represent the one. Healing surges force HP to do more elaborate tricks to make sense of itself, and it's really demanding, IMO, too much of the little guys. They're having an existential crisis in 4e.
I'm okay with the shift from HPs representing long-term endurance to representing only short-term endurance. HPs in 4e are really more luck, energy, adrenaline, spike health, heroic inspired valliance...but then they're ALSO wounds and broken bones and death's harbinger. Doing both makes them sloppy. They can't hold up under the weight.
If HP's are going to be "spike health," get something else to be "death's harbringer." If HP's are an encounter resource, get something totally different to be the daily (or even per-adventure!) resource. A place for everything, everything in its place.
Or, flip-flop it and make HP's the long-term resource, and give us something else to be the "spike health." Maybe something that can be consumed and spent on
activation of abilities, rather than just continued combat operation.
It kind of boils down to: "Nix healing surges. Replace them with the rule that (a) you heal all HP to full after a short rest, and (b) every time you take a short rest you consume 1 "fart" ("fart" being a placeholder for whatever you want to call your long-term resources). If you're out of "farts" you won't heal HP anymore."
Maybe "farts" can be bought in town (Shopkeep, give me an order of 30 "farts" We're going into that dungeon!). Maybe "farts" come as part of your character class (I'm a fighter! I've got 10 "farts!"). I kind of think the former would be better as it would allow PC's to kind of set their own pace and be co-equal members of this dungeon endurance mission, but that doesn't matter. What matters is that HP only do one thing. The other side of this is handled by something else.
This is kind of related to my "noncombat roles" post in that these "farts" would be another kind of HP's representing how much time you have until you fail, but they're more about the pressures of time and staying power, rather than the pressures of defense and healing.
PS: I really enjoyed your posts about giving combats a narrative arc. I've been using those ideas in my combats and it's helped immensely. They're a lot more interesting.

Denke! It's always amazing to hear about my little ideas helping someone out. Now all you need to do is train the next generation of DM's to do the same.

Go little idea, GO!