This is Not Another Hit Point Wars Thread. Or if it is, I'm declaring war on 3E and 4E equally. 
A friend of mine recently pointed this out to me about 4E, but it's been true in all editions of D&D to date: Gradual hit point attrition doesn't really exist. Whatever resources you have to restore hit points--a cleric in AD&D, a cure light wand in 3E, healing surges in 4E--they put you back up to full or near-full after every battle. So as long as your healing batteries hold out, you can keep going hell for leather. As soon as the supply of heals is exhausted, however, you hit the wall. The party's fighting capacity plunges rapidly, and it's time to stop and rest for the night because you'll be slaughtered if you go on. It feels artificial, and I think it also reduces tension. Instead of gradually increasing strain, there's a sharply defined "Okay, stop here" moment.
What I would really like to see is a mechanic that allows for gradual attrition instead of the sudden stop. One way would be to say that you get back most of your hit points after each battle... but not all of them. Maybe 1/5 of hit point loss would be "permanent," requiring bed rest or the use of a tightly limited resource to cure. The other 4/5 would vanish as soon as you got a chance to catch your breath. (Figuring out a clean, non-confusing way to track this might be tricky.)
Thoughts, anyone?

A friend of mine recently pointed this out to me about 4E, but it's been true in all editions of D&D to date: Gradual hit point attrition doesn't really exist. Whatever resources you have to restore hit points--a cleric in AD&D, a cure light wand in 3E, healing surges in 4E--they put you back up to full or near-full after every battle. So as long as your healing batteries hold out, you can keep going hell for leather. As soon as the supply of heals is exhausted, however, you hit the wall. The party's fighting capacity plunges rapidly, and it's time to stop and rest for the night because you'll be slaughtered if you go on. It feels artificial, and I think it also reduces tension. Instead of gradually increasing strain, there's a sharply defined "Okay, stop here" moment.
What I would really like to see is a mechanic that allows for gradual attrition instead of the sudden stop. One way would be to say that you get back most of your hit points after each battle... but not all of them. Maybe 1/5 of hit point loss would be "permanent," requiring bed rest or the use of a tightly limited resource to cure. The other 4/5 would vanish as soon as you got a chance to catch your breath. (Figuring out a clean, non-confusing way to track this might be tricky.)
Thoughts, anyone?