Charlaquin
Goblin Queen (She/Her/Hers)
Even at the time, there were problems with narrating HP loss as wounds. The biggest one being that experience (in whatever form that took for your class) somehow made you able to be stabbed more times without dying, which doesn’t make a lick of sense. HP have always been abstract, which is to say, they have always meant whatever they needed to mean in the narrative to suit the needs of gameplay. That meant sometimes they were wounds, sometimes they weren’t, and when they were or weren’t was largely up to context and the sensibilities of each individual group.I admit my perspective comes from TSR era D&D, where non magical rapid healing largely isn’t a thing. yes, I am fully aware that the “hp can be abstract” exists back then in the PHB. But hp loss in combat also represented physical wounds because the mechanics supported that via slow or no non-magical healing options. It fit the verisimilitude.
And to many, the fact that a 13+ hp character will always survive being impaled on a spike and not be even slightly hampered by it, or that a 31+ hp character will always survive two bites from said monster and be fine don’t feel right. HP are and always have been an inherently unrealistic mechanic, an abstract resource that is taxed by combat and other adventuring hazzards, which represent whatever the narrative demands. By design.Somewhere along the line, fast non magical healing was introduced. And it feels like in order to justify that, the took the HP are abstract paragraph and took it to extremes where HP aren’t wounds at all. That’s what sort of runs me the wrong way. It wasn’t always like that, and wasn’t a good change IMO. The idea that if a four foot long spike in a pit can do a maximum 12 points of damage, that as long as a PC has 13+ hp, no matter how badly they fall into said spike, it doesn’t do any significant physical damage. Or that if a monster’s six inch long razor sharp teeth do a maximum of 15 points of damage, as long as the PC has 31+ hp, no matter how well the monsters hits, even with a critical hit, the PC doesn’t suffer any wounds from said monsters critical hit. Those don’t feel right to me. And others apparently.
Well, healing back to full each day has kind of always been standard practice, and it has been a gradual process of removing restrictions to being able to do so. First you needed a Cleric to do it. Then you needed a healer of some sort, which didn’t necessarily have to be a Cleric. Then you just needed some wands charged with heal spells. Then you didn’t need anything special. That last step happened with 4e, but it would feel disingenuous to pretend it was a sudden drastic change, rather than the result of an ongoing process of making healing more accessible.So while I don’t know exactly when this shift happened and rapid non magical healing was a common thing, I don’t think it’s unreasonable for people to associate hp loss with wounds, because there’s about at least 15 years of precedence of being so (and I’d argue the entire lifespan since that’s how it’s presented via language in the rules, and how it’s narrated in the actual games)
At any rate, there is nothing wrong with narrating HP loss as wounds if that’s what your group likes to do. It will naturally lead to some unrealistic outcomes if you apply this strictly, but that’s your prerogative. There are optional rules in the DMG to make healing take longer and to introduce more meaningful long-term injuries if you want such things, and there is also the option to house rule your own solutions.