Hit Points: Hitting the Wall

I think this is really a Sport vs Realism question.

If the majority of encounters that players face are based on them having 'full resources' (hit points, access to spells, supply of 1 shot resources like potions) then this is sport play.

In Sport play, it makes sense for the players to want to 'top up' their health because the encounters are built for them to fight that way. If they could not do this then the group would be more cautious and retreat (It is basic min-max game theory where people don't play aggressive when they are at a disadvantage).

Rules that change the ability to get back to full hit points won't help play but will hurt play. The reason it will hurt play is that players will stop more often to recover or retreat to recover elsewhere. Down time or non-hacking time wastes more time (wasting time here is in reference to Sport style play where the emphasis is usually on combat).

Realism play allows for more unequal contests and encourages people to think more on what their actions might be. Some contests are clearly unequal but clever play can help equalize play. For example, on Saturday, I had the players take the roles of a group of level 1 NPC PF characters they have and fight a modified Beholder (I reduced the hit points and ability some as it was an old beholder working as a head jailer described as Old Six Eyes). The players had a few ways to 'blind' the Beholder (smoke bombs and flash powder) and they had an ally they could free (a flesh golem that they did free). The players could also have tried to use stealth to avoid the Beholder (6 out of 7 players made their stealth roles).

Realism play does not always make for a 'fair' contest which means the players maximum hit points means less to the success of game play. It doesn't matter if you have 200 hit points if each tough of a wight is going to remove a level off your character or two levels if it is a vampire. It doesn't matter that you have DR 30 if one gaze and a failed roll can turn you to stone.

If the game features troubles like these then you will have player's less worried on their maximum hit points because they are a nice buffer against physical damage but do nothing against other types of effects.
 

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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

The only solution to this problem is to remove healing outside of extended resting. Not even exaggerating.

But then again, I hate attrition based combat, so the cure would be worse than the disease.
 

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