Mustrum_Ridcully
Legend
If it is really necessary to explain it and no other option works: It is a adventurer feature. If you have one of the adventurer classes, you have a special ability to recover all damage with an extended rest. It is not something external like a Wand of Cure Light Wounds or a ritual. It's something inherent in the nature of an adventurer.
NPCs don't have this feature. Is almost the distinguishing feature between an heroic adventurer - a PC - and an NPC.
Of course, since no one really has a concept of what hit points specifically are in the game world, since they mix injuries, luck, fatigue, mental stability, morale and so on, nobody really can pin point what's so special about adventurers, except that they rarely get seriously injured and that they recover to full fighting force very fast. Maybe this is a gift they are born with and that turns them to a career of adventuring, maybe this is something you just learn when you seriously take on a career of adventuring. But many people enter similar risky situations, and they don't have this gift for recovery.
But regarding wounds and injuries - With the hit point system, there was never something to model something like a broken leg or arm. I always kinda assumed this was possible to have, but I wouldn't describe it in hit point damage. It would cause some other type of penalties. If you see wounded NPCs with broken legs, a Cure Light Wound Wand wouldn't help them. (Just like it wouldn't help them regenerating lost limbs).
If you wanted to create something like a cut off limb or a broken arm, you needed a special rule in the game system. I think the same is true for a king falling of his horse and dying. A special rule could "simulate" this. The special rule might have been a untraceable poison, but it might also just have been a rule to simulate falling. If a king dies falling of his horse, is there ever not a reason to worry about foul play? An investigation might be required, regardless of whether he has 1 hit point or 250 hit points. An investigation of course would reveal what happened inside the game world, not what rules were used to adjudicate it.
In 4E I tend to assume there is also no 1:1 correlation between wounds and hit points. The Die Hard method certainly works for me. At least it gives a good excuse for characters still having scars, even with common healing.
NPCs don't have this feature. Is almost the distinguishing feature between an heroic adventurer - a PC - and an NPC.
Of course, since no one really has a concept of what hit points specifically are in the game world, since they mix injuries, luck, fatigue, mental stability, morale and so on, nobody really can pin point what's so special about adventurers, except that they rarely get seriously injured and that they recover to full fighting force very fast. Maybe this is a gift they are born with and that turns them to a career of adventuring, maybe this is something you just learn when you seriously take on a career of adventuring. But many people enter similar risky situations, and they don't have this gift for recovery.
But regarding wounds and injuries - With the hit point system, there was never something to model something like a broken leg or arm. I always kinda assumed this was possible to have, but I wouldn't describe it in hit point damage. It would cause some other type of penalties. If you see wounded NPCs with broken legs, a Cure Light Wound Wand wouldn't help them. (Just like it wouldn't help them regenerating lost limbs).
If you wanted to create something like a cut off limb or a broken arm, you needed a special rule in the game system. I think the same is true for a king falling of his horse and dying. A special rule could "simulate" this. The special rule might have been a untraceable poison, but it might also just have been a rule to simulate falling. If a king dies falling of his horse, is there ever not a reason to worry about foul play? An investigation might be required, regardless of whether he has 1 hit point or 250 hit points. An investigation of course would reveal what happened inside the game world, not what rules were used to adjudicate it.
In 4E I tend to assume there is also no 1:1 correlation between wounds and hit points. The Die Hard method certainly works for me. At least it gives a good excuse for characters still having scars, even with common healing.