I'll state it flat out: I am on the side that approves of a long rest regaining all hit points. I would ask that those reading this look at my arguments and try to view the matter from a holistic rather than personal viewpoint.
I completely understand people who say they dislike the mechanic. What I disagree with is on the fundamental nature of injury in D&D.
Sounds like you are arguing from your personal viewpoint to me.
I feel that those who oppose the mechanic don't agree with the statements made about injury and the goals of the injury system. Disagreeing with it is your prerogative, of course, and I wouldn't want to tell anyone how to run their games. What I'm asking people to consider is the way in which D&D has always MEANT to be run, from its very inception and throughout every edition.
First of all, you are arguing for the way healing was MEANT to be run
in 4e only. No other edition-
especially the versions of the game closest to its very inception- has ever promoted "full healing on rest" before 4e.
So before people say it's a horrible mechanic and they want to get rid of it, I'd propose that they consider that to change it is inconsequential to their own games. It's little more than a hand wave. But the tradition and impression of the game on new players is important and should be kept intact regardless of personal preference.
What, the tradition that old players have of recovering 1 hp per day? After all, that is the longest-standing traditional form of long-term healing by rest in D&D- it's the version that was official longest, that has been played longest and that strikes many, many gamers as least "gamist" and most "simulationist".
You say changing it is inconsequential. We're talking about a playtest to form the rules. Deciding that it sucks for my game during the playtest allows me to give feedback to the designer and development groups that I don't like that style of healing and that the game ought to include slower, more simulationist options for healing. I would say it's easier to handwave the full-heal-with-rest than it is to create a system for less-than-full-healing-with-rest, so why don't
you make the change to
your game and just say, "Every long rest, you're back to full" instead of making me come up with a "Every long rest, you regain... er... your con modifier plus a HD of hps? Wait, maybe just your level in hps? Or...."
The
effects of full-heal-with-rest are most definitely
not inconsequential for my game. The pace of the campaign is dramatically impacted by it.
What I meant was that hit points have always been 'luck, skill, near misses' until you got to 0 hit points.
That's factually incorrect. They've always represented luck, skill and near misses
for some of your hit points, but every edition has made it explicitly clear that some part of your hp total also measures your phyiscal ability to take punishment.
Remember that taking a 'long rest' only works if you're already on at least 1 hit point. So if you're 0 or lower, it won't work. It requires 2d6 hours to get to 1 hit point from stabilised and it requires three successful death saves (irrespective of the fact that death saves are a low DC) to become stabilised. Either that, or you need magical or mundane healing of some type which burns a HD.
In other words, if you don't die in combat, you're pretty much always up to full by the next day. The "long rest only if at least 1 hp" clause is effectively meaningless except inasmuch as it dictates timing.
Healed from what?
Again, nobody seems to be able to understand that the character simply never got injured significantly.
That is not how most of us run the game, nor is it how the game has actually been written, ever. The game has always assumed that hit points represent physical vitality as well as the other bits (luck etc). In fact, early versions suggest that a character knocked below 0 hps might come out of it with a horrible scar or other "this was a serious injury" reminder.
Again, I fear you are arguing from personal viewpoint rather than objectively from the way the game is actually written.