There is much talk there has been about what system they should use for hit points and not much consensus regarding a single idea being the solution to what is a complicated problem.
What I think that needs to happen is for healing to be marginalized in the game and hit points being kept simple as possible. Healing makes combats longer by artificially extending it and encourages the designers to bloat their numbers to ensure there is balance to the party's growing ability to heal itself. It would be insane to totally remove it, but its importance should be significantly decreased.
As an example... Every character has their one second wind per encounter and what a cleric (or a warlord) would be able to do is allow a injured ally to reap the benefits of the second wind without spending an action (but spending the second wind) and having the cleric do it more efficiently.
Combat becomes faster and more dangerous.
No heal bot.
People don't have to argue about warlords anymore.
Damage and health can scale more reasonably.
Hit points system is kept simple.
Compatible with a wound system to add attrition to a campaign.
Though this comes at the cost of part of the cleric's identity. Cure light, serious or critical wounds simply becomes "Cure Wounds".
What I think that needs to happen is for healing to be marginalized in the game and hit points being kept simple as possible. Healing makes combats longer by artificially extending it and encourages the designers to bloat their numbers to ensure there is balance to the party's growing ability to heal itself. It would be insane to totally remove it, but its importance should be significantly decreased.
As an example... Every character has their one second wind per encounter and what a cleric (or a warlord) would be able to do is allow a injured ally to reap the benefits of the second wind without spending an action (but spending the second wind) and having the cleric do it more efficiently.
Combat becomes faster and more dangerous.
No heal bot.
People don't have to argue about warlords anymore.
Damage and health can scale more reasonably.
Hit points system is kept simple.
Compatible with a wound system to add attrition to a campaign.
Though this comes at the cost of part of the cleric's identity. Cure light, serious or critical wounds simply becomes "Cure Wounds".