I understand the reason for trying to get away from the yo-yo. For all the abstraction of hit points, terms like "hit", "damage" and (even more so) "cure critical wounds" all strongly suggest that hit points are physical damage. There are enough DMs who describe hit points as physical damage that it's hard to say that they are "doing it wrong" per se. (Or, to be more accurate, it's easy to say that they are doing it wrong on the internet, but it would be foolish for WotC to do so.)
Putting aside the question of whether a non-magical warlord should be able to heal damage (or persuade an ally to fight through it even though it isn't healed), even the cleric "magic healing" yo-yo has a serious genre problem: few if any of the heroic fantasy genre conventions that D&D attempts to model involve combats where wounds are magically inflicted, healed, inflicted, healed, inflicted and healed again. Other than stories that take after D&D (e.g. other RPGs and RPG-based books and games), that sort of battlefield healing doesn't really happen.
Yes, D&D pretty much inventing battlefield healing. In most stories, there was HP loss and recovery but it was mostly stamina, divine favor, luck, or morale. Physical HP loss stuck. Rarely was physical damage removed.
[/QUOTE]And then, of course, there are a new set of people who object to non-magical healing (either Inspiring Word or the overnight rest) that heals deadly wounds at implausible speed.
So I understand the motivation for getting away from the healing yo-yo. The problem is that the healing yo-yo is (1) exciting and (2)
very D&D. Healing is an essential part of what makes D&D combat fun.
[/quote]
The HP yo-yo is
very D&D. Only D&D and inspired works really use it. Some others do too. But "avoid the death spiral" is
by far most common.
Here on the real world, "damage" avoidance is king. Us humans try not to get "hurt". We try not to lose any "HP". But damage avoidance is not supported in D&D.
One of the key parts of fun combat is experiencing both the feeling of danger and the feeling of overcoming danger. A key part of that is giving the players in the impression that the PCs are in more danger than they actually are. (Put the PCs in a campaign where they die in 50% of encounters, and you get a very short campaign.) That's why PCs have healing and monsters don't. This gives the PCs the ability to survive for longer than it seems like they should and provides the impression of danger ("I have only 4 hp left!") even if there is a cleric to heal the character up next in the initiative order.
It is exciting but it's not the only way.
The hit point yo-yo has also been a part of D&D for decades. I think there's a strong argument to be made that battlefield healing should be tuned down and made more like BECMI/1e/2e than the 3e or 4e. But suggesting that D&DN should get rid of it is madness. Elements of D&D that have remained constant across the editions should be preserved, less we end up with a game that's not D&D.
I don't want it to go away. I just don't want it as the default and only option.
D&D's math is designed for you to get hit and take damage. This encourages either "scaredy cat" play or bringing a cleric (or druid, or wand user).
I would love for the game to support another option. Something other than going from 20 HP to 10 Hp to 20 HP to 15 HP to 3 HP to -3 HP to 7 HP to 20 HP.
That having been said, I would be very interested to read house rules that produce combat that combines the feeling of danger with the ability to recover for the next encounter without so much of the healing yo-yo effect.
-KS
Here are some.
1) A friend of mine designed a base class for 3E called a spellshield. It was a d4 HD melee warrior. It had a special ability that when he or a nearby ally was hit, he can instantly sacrifice one of his spells to get 5*(spell level+1) damage reduction to absorb the damage. Because of this, his character rarely got lower than 80% HP. But as the spells were sacrificed, things got tense.
This was combined with my own character who had permanent 50% miss chance (effective doubling his HP). And another character with massive AC. Overall we were unhittable but dropped if we were ever touched because of our craptacular HP. We rarely healed outside of towns during the whole adventure as there were few times of HP urgency. But the drama stayed.
2) Once had a game where we looted a fully charged wand of aid. Drama built up when our aid based THP ran out. Essentially it become a Stamina point system as the aid THP became our measuring line. It is the source of my love of temporary HP.
3) Then there's the 4E/Naruto variant I play with my cousins where Healing Surges don't grant HP, they cause attacks to miss. They are almost always bloodied and don't care.... But let them run low on HS.