But the end result there is about the same; in 4e, HP would be the unlimited track and HSs the limited.
From where I'm standing, no, it's not. Think of two pools: HP (real wounds, takes days to heal), and THP (stamina, luck, divine intervention, fate, skill, or however else you want to flavor it, takes minutes to heal). I have 20 HP. I have 20 THP. I take 14 damage in the first fight. All THP. It heals afterwards. All of it. With healing surges, I'm down some HP (the limited resource) because it drains my healing surges to restore my THP (unlimited resource). In this system,
I'm not down anything. The THP heals completely, and I'm fine. Ready to go, full stamina, heroic vigor, health, and all.
If I only ever take THP damage, I can go on forever. With healing surges, taking the equivalent of THP damage slowly drains my HP. This places a hard cap on damage that can be taken, or be healed. This is good for a certain type of pacing, but it is definitely not the same thing as what's being proposed.
Like I said, what you're describing is, mechanically, Healing Surges in a nutshell.
I'm going to have to disagree. I've played the system with HP and THP for quite some time. It's the basic hit point system for my RPG, which I run for about 9-16 hours per week. From experience, it's very, very different from healing surges. The HP and THP system lets you continue on
indefinitely if you avoid real wounds. With healing surges, taking "fake wounds" brings your "real wounds" down (it drains your healing surges to refill your hit points). They are not the same. Not even in a nutshell.
Another thing I'm confused about (not directed at you, Viktyr Korimir) is the assumption that HSs make fights less deadly. They're a hard cap on healing - they make fights more deadly! I mean, I could see an argument that they make individual fights less deadly, but then there's resourceless healing like CLW to take into account, so on that front it's more of a wash than anything. And then for long-term? HSs are definitely more deadly, because of the dearth of surgeless healing.
They definitely bring a certain type of danger to the game, yes. Hard capping healing definitely allows for certain dangerous scenarios that may not exist without it. I think people are referencing characters with 10+ healing surges, effectively making their HP about 250% higher than what it seems like it is on the sheet. However, those healing surges have to be activated somehow, so it may not be as straightforward as it looks at first glance.
At any rate, I just thought I'd pipe in on the difference between the two pools, since it's something I play with every single week (sometimes twice, like these past few weeks). Hope that clears it up somewhat from where I'm standing, and if I'm missing something, feel free to correct me. As the game designer for my group, I'm always open to learning something about other games that might spark some ideas for my game. As always, play what you like
