Kavon
Explorer
And I'm saying that if you use one extreme of the dial, you have exactly that. You have your one pool, which can be narrated as whatever you please.It's extremely different. You are talking about two pools, demarcated. I am talking about one pool, which can be narrated as fate, meat or lemon curry depending on whim and context when the action is actually resolved at the gaming table. That is the point of [MENTION=54877]Crazy Jerome[/MENTION]'s food analogy - your way locks everyone in in advance, whereas my core allows those who want to lock in to do so, but equally allows those who want to maintain what KM calls "narrative amibguity", and what I call "narrative flexibility", to do so.
That's the point I was trying to get across when I was trying to (unsuccesfully, it seems) throw away previous terminology.
The only thing that matters is what speed that pool recovers and how easily.
I can understand why I didn't grog what Crazy Jerome was getting at, since that's just not how my example works. You're not 'locking' anything, you're just saying "this is how HP works in my game", which can be as vague, ambiguous and flexible as you want. The 'two pools' only come up if you mix the two ways of handling it (which you are free not to).
Yet you still misunderstand my post. I'm asuming it's my fault, since I should've placed certain things elsewhere in that post.I may have said "second" meaning "third". Anyway, the important point is that 4e does have two rates of healing. Whereas you presented it as having two pools - your commander can help you, but only so much - there is in fact no limit in 4e on how much your commander can help you (eg if you're swooned and in the mechanical dying state - you're losing your will to live - s/he can inspire you to get back on your feet and press on to victory).
The thing you are refering to "your commander can help you, but only so much" is NOT what I was talking about in regards to 4th edition. Did you read my reply where I was trying to clarify this misunderstanding?
That part was talking about the way it would work if you decide to go inbetween the 'harsh' and 'gentle' method.
In the larger scope of thing, both ways are very fast compared to how it used to work, where only magic could quickly get you up on your feet.But 4e does have two rates of healing. It's very quick (on a short rest cycle) until you've done a certain number of them, and then it slows down (extended rest cycle).
You have self healing between fights to top you off, until this reserve (which is what healing surges are) is depleted, and you sleep to restore all of it. Sure, the second one is slower than the first, but neither are exactly slow compared to getting back only a few HP per day.
Basically, the choice between 'harsh' and 'gentle' HP is the choice whether this sort of healing works in your game.
You want to have HP and healing work like this, with one pool of HP, narrated whichever way you want on the spot? Pick the 'gentle' method (1).
You want HP to slowly recover over weeks if you have no access to divine healing, with one pool of HP, narrated whichever way you want on the spot? Take the 'harsh' method (2).
You want to be able to have this sort of healing in your game, but also want to have there be times when recovery time is needed to restore lost hit points? Mix the two methods (3).
Now, I'm trying it again. The first one works like 4e, the second like pre-4e.
The third one is where your commander can help you, but only up to a point.
This example doesn't care how you handle death/dying, how much HP you get each level, if your Con score is added in or not, or whatever other thing you wish to add to it. It gives you the freedom of choosing chicken or pork without having to phone in the day before, unless you want to.
IMO, the 'gentle' way isn't punishing enough, since you only need one day to fully recover, and the 'harsh' way is too punishing, since it would take days/weeks to fully recover (or deplete several uses of the cleric's healing).
I'd prefer a middle way where you can fully recover a part of your HP after a long rest, so you can keep going, but also have it be that you can't fully recover to 100% if you've taking a severe beating (and I don't care how the narrative played out, that's totally open).