Players will sit their character's out a day if they know they will be at full capacity and "insta-healed". They won't sit out 9 days though and instead they'll seek their nearest depository of magical healing. The end result is that both groups will be ready to go the next day. However, the first will be "magically" healed while the latter group will be magically healed and feel like they've spent resources to get back in the action. The feel of each scenario is quite different. One feels like healing for free but the other feels like healing has at least been paid for; and that some sacrifice to the god of resource management performed.
This is an interesting point, and I think this thread is the first time I've heard it (from you and [MENTION=37277]Mercutio01[/MENTION]) - so there can be something new in a hit point thread!
That "sacrifce to the god of resource management vibe" doesn't do a lot for me personally, but I can see that others might find it important.
In D&D you do not loose HP when something lowers your morale
That's not true. In 4e some psychic damage is loss of morale (eg when you take 1d6 psychic damage from the Horrid Visage of a Deathlock Wight). You can also deal hit point damage via socia skill checks that demoralise a foe (see eg
Heathen in Dungeon magazine, or Cairn of the Winter King in the Monster Vault boxed set).
9 days or longer is downtime from adventuring for the characters to recover which is most of the time only possible when they currently do not have a quest as in 9 days the PCs will have missed a deadline.
It also gives the PCs time to do something else than constant dungeon crawling. YOu know such things as social contacts etc.
Just as in the real world, so in my game - the PCs are capable of engaging in social activity, and setting aside time for it, without being injured.
1 day means its just a matter of locking the doors and posting a guard and on the next day the party continues to hack their way through hordes of XP bags. That leads to non stop dungeoncrawling reducing the PCs from characters to robots.
Its more a question of "I want the PCs to be hack&slash machines who clear dungeons non stop" or "I want PCs to be (very powerful) humans who still need resting and down time between adventures and thus have to manage the "resource" healing and time.
When the quest has a strict time limit it just becomes another obstacle to overcome. The PCs have to press on even when not at full HP or with some empty spell slots. That imo adds challenge to the game
These comments read to me like some sort of projection of your own concerns about D&D play. Not everyone is playing D&D as a gritty challenge game. Or as a dungeon crawl game. The default mode of 4e, it seems to me, is heroic, mythic fantasy. As in (for example) LotR, the protagonists mostly avoid injury, rather than having to recover from it.
And yet those injuries bring you close to death so that only outside intervention within seconds can save you.
No, there is no way to describe something as this as not an injury.
It's actually not true that there's no other description available. From many threads, it seems to me that the most common way of narrating this in 4e play is to be reasonably non-commital in the narration of the blow that drops a PC to 0 hp (a bit like Tolkien is with the spear thrust that drops Frodo) and then to render the description more precise (as a serious, mortal wound, or as a less serious blow that caused temporary reeling/swooning) once the mechanical resolution is complete: 3 failed death saves, stability but unconsciousness, or a quick recovery when inspired by a leader or drawing on one's own inner reserves.
Slow healing doesn't fit a more dramatic genre, and that genre doesn't result in a party that mechanically hacks through dungeons, as they have more personal and plot based motivations.
Whereas I can see slower healing and hp management can be a better fit for more player driven games, depending on tastes in the group concerned.
The can't be a "one size fits all" answer to this conundorum.
There a lot of possibilities. Burning Wheel has slow recovery, is dramatic and is player driven. My 4e game has fast recovery, is dramatic and is player driven. Rolemaster has slow recovery, is often gritty rather than dramatic, and can be player or GM-driven depending on other variables. Etc etc.
You are right that there is no "one size fits all".
Those who are content with abstract hit points don't need a more elaborate wound tracking system. Adding such a system for everyone is an unnecessary complication.
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A more complex system will need extensive testing to shake out any bugs and discover and deal with any unintended side effects.
I agree with this.
[MENTION=87792]Neonchameleon[/MENTION] has been posting for at least a while now that spell recovery and hit point recovery should be on the same cycle (so spellcasters and warriors are on a common resource recovery cycle).
Burning Wheel links its health recovery cycle to its lifestye maintenance cycle, its training rules and other longer-term aspects of gameplay.
A well-designed game will take account of how all these aspects of play fit together.