No, of course not, that is ridiculous. Hit points in D&D have always been an abstraction, and you can check page 82 of your 1e DMG if you don't believe me:
It is quite unreasonable to assume that as a character gains levels of ability in his or her class that a corresponding gain in actual ability to sustain physical damage takes place. It is preposterous to state such an assumption, for if we are to assume that a man is killed by a sword thrust which does 4 hit points of damage, we must similarly assume that a hero could, on the average, withstand five such thrusts before being slain! Why then the increase in hit points? Because these reflect both the actual physical ability of the character to withstand damage - as indicated by constitution bonuses- and a commensurate increase in such areas as skill in combat and similar life-or-death situations, the "sixth sense" whith warns the individual of some otherwise unforeseen events, sheer luck, and the fantastic provisions of magical protections and/or divine protection. Therefore, constitution affects both actual ability to withstand physical punishment hit points (physique) and the immeasurable areas which involve the sixth sense and luck (fitness).
So, you know, even Gary Gygax agrees with me.
However, as an intellectual exercise, let's consider a world where the Grognards were right. I mean, what if your wounds do close, as if by magic, simply because someone "yelled at you"? What if every time you were hit for 4 hit point by a sword, it really was representative of being gutted by a sword?
Okay, here is my pitch for this bizarro-4e: You play a REVENANT, cursed to suffer grievous pain and injury, but at the same time, nearly unkillable. During the course of your career, you will break all of your bones, puncture your organs, and spill buckets of blood, but because of your terrible curse (Healing Surges) you can knit your wounds back together and keep fighting. As you get stronger (Go up in level) the amount of horrible injuries you can sustain increase, (HP increases) but beware, because enough damage can eventually cause your body to fail on you. (Reaching 0 hit points) Even then, sometimes the terrible curse will allow you to keep fighting! (Death Saving Throw) Some Revenants have the ability to use divine magic to knit wounds back together (Clerics) or conjure spirits of healing (Shamans) or even use the fabled Shout-o-mancy to regenerate your flesh (Warlords).
All of a sudden, the power level of PCs makes sense: they're immortals who have had decades to hone their skills! Their constant urge to delve into caverns and fight dragons make sense: they want to die in honorable combat against fierce opponents, and their hoarding of treasure is because, being a thousand years old, they're all hedonists and degenerates who need excessive money to support their decadent life styles.
|"Don't worry about it, I've still got my Second Wind!"|