Maybe it's just a perception problem. When my 125 HP character loses 50 or so HP, I just don't care since, in a snapshot, he's not remotely close to feeling any sort of mechanical pain. But, this perception with this system, a system generous with natural healing if you can spend days healing, falls apart when it comes to a serious of encounters in short order. After all, if the first fight took 50HP away, wouldn't a later fight do worse?
In reality, the measurement should be more along the lines of how many days it would take to fully recover rather than whether HPs are close to 0 or what percentage of the total he has.
The definition of a tough fight should probably be fluid and would be in the GM's mind based on how often the party will fight, which the players shouldn't be clear on.
Too often, things grind to a halt when the party believes that living through an early fight is all that matters, sucks up a bunch of damage, and becomes fragile in expectation of an even tougher fight.
OTOH, it's kind of boring to worry about the first 80% of one's HP. I'd much rather have a system of recovering HP naturally or with skill checks much faster than add in some magical healing, BTW.
For those who favor realism or rigid mechanics, this wouldn't work, but I could see a GM system of HP% recovery dependent upon what is likely to happen and what would make for dramatic impact. For instance, in a temple, fighting waves of guardians, recover 50%, 50% of what was lost, or whatever after a fight so that the party isn't crippled by the time it runs into the climactic battle. In contrast, a chase scene, where the intent is to beat the party down in a war of attrition, recovery might be what it is out of the book for short term care.
In reality, the measurement should be more along the lines of how many days it would take to fully recover rather than whether HPs are close to 0 or what percentage of the total he has.
The definition of a tough fight should probably be fluid and would be in the GM's mind based on how often the party will fight, which the players shouldn't be clear on.
Too often, things grind to a halt when the party believes that living through an early fight is all that matters, sucks up a bunch of damage, and becomes fragile in expectation of an even tougher fight.
OTOH, it's kind of boring to worry about the first 80% of one's HP. I'd much rather have a system of recovering HP naturally or with skill checks much faster than add in some magical healing, BTW.
For those who favor realism or rigid mechanics, this wouldn't work, but I could see a GM system of HP% recovery dependent upon what is likely to happen and what would make for dramatic impact. For instance, in a temple, fighting waves of guardians, recover 50%, 50% of what was lost, or whatever after a fight so that the party isn't crippled by the time it runs into the climactic battle. In contrast, a chase scene, where the intent is to beat the party down in a war of attrition, recovery might be what it is out of the book for short term care.