AbdulAlhazred
Legend
Actually, I think getting a grip on the yo-yo-ing hit point total would solve half the problems all by itself, regardless of whether you had some form of surges or not. Obviously, the exact mechanics for 4E surges would have to change somewhat--if only in the numbers--to get that effect. But in 4E, it is as much a function of huge hit point totals and massive damage inflation, as it is the surge numbers themselves (an expansion of what 3E started, BTW). The surge numbers are merely set high to work with that other stuff.
I have my doubts that any solution would satisfy all the people here, and not so much on an edition disagreement as in how much to prioritize "immersion" and whose to prioritize versus making a clean design first and then trying to give it some sense of verisimilitude. But certainly, the task would be substantially easier than otherwise, with smaller hit point and damage numbers.
I disagree. The main reason for the somewhat larger numbers is granularity. The problem with the pre-4e hit point system was that for low level PCs it was horribly low res. When it was perfectly plausible for a PC to have the lowest possible number of hit points in the game there was no way for the system to modulate its lethality for that character AT ALL, thus the somewhat silly things like lethal house cats.
Changing the low end of the scale from 1 hit point to about 24 hit points for PCs allows for a nice range of effects. The lowest levels also can represent a lower ramping up since the starting point of the linear increase is higher. Now, maybe that as a rather big jump and we can have a smaller number represent the bottom of the humanoid hit point range.
Of course there was no point in or way to reasonably implement any mechanics that created a yo-yo with PCs having under 10 hit points, but frankly going back to that level of resolution is throwing the baby out with the bathwater.