What we are wondering is: should there be a way to recover some (not all, but some) hits quickly, on the assumption that these are the 'just had the wind knocked out of me, need 5 mins to get my bearings' type of hits; and should there be a way for people with higher hits to recover them more quickly, since it seems unrealistic to some of us that tougher characters take longer to recover.
That is exactly what I am talking about. Some of the dame you take has to be more temporary in nature, just like "getting the wind" knocked out of you. Magic cannot be the only way to get more than a couple of hits back after a battle.
I know from experience, that pain from an injury fades much faster than the rules allow currently - and much faster than the injury heals. Of course, it depends upon the injury, but a basic survival trait is the body's (mind's really, I think) ability to shunt the feeling of damage so that we can operate to a degree. Hoping that it will be enough to save our lives. The actual critical injuries would not be affected by this (it took me close to 3 months to heal froma broken neck - I get this part for sure
) and you could even institute a rule that says only a certain % of the individuals total hits may be "healed" this way each day - and any that are still gone after a nights rest cannot be healed like this at all. That way, when you have a lot of hits of damage you are sure to not heal them all up in a day.
Also, I feel that it is sort-a ridiculous to increase our ability to sustain damage incredibly easier than it is to increase our endurance. I believe that the opposite is more true in actuality.
But at the heart of this proposed HOUSE RULE (I never assume that anything I throw out is actually concidered for an official RM rules change
) is the concept that hits & endurance are one and the same, and it is the criticals that are the actual
damage being done. That is why their healing times haven't been altered at all by this. It does mean that you could be running around out there with 100% of your hits, but injured in such a way as to have a -50 to all actions.
Except that I would probalby put in a stipulation for a maximum # of hits depending upon the negative modifier - the easiest way would be to say you are down a number of hits equal to the %-modifier until it is healed. Which means as the mod lessens, so does the # of hits you will be down. (Easy example: You normally have 100 hits, you are at a -25, so you have 75 total/current hits until the modifier changes.)