
Azothath |
remember there are racial hit die, class hit die, etc, each giving you a different hit die for "game balance"...
many people tried to ascribe the first hit die to body, or 1d6 to an average human body (which is what the game called out for a peasant). It was a bit tougher when wizards got d4.
Really, I'd say that your CON score and your first racial hit die average are your "body points" as if you take that in damage, you are likely to be dead. Why Con? why at negative your Con you die. Easy. With humans (d6) CON:10 that's 13HP. Having said that it doesn't mean anything in the DnD/d20 model.
I think separating the hit points in D&D model doesn't work. The damage is generic as are the hit points. As scaling hit points with level or racial hit die are part of advancement, it falls under representing how tougher your character gets with experience.

Insanity Logic |

Would like to point out if it hasn't already that HP is abstract. What this means is that your character at level 1 does NOT lose an arm. It just does not happen unless you're at like negative your con score. Which would be dead.
Anything above 0 hp is you're bruised, scratched, cut. Anything below that is bleeding out and dying.
If you're using a variant that allows for limbs to be cut off, then you need to introduce something like this, yes. Though if you're introducing that rule, you're just making the game more complicated.
I recommend good story telling /GMing as opposed to adding additional rules.

Can'tFindthePath |

I personally use the four Cure SPells as:
CLW: d8+Level, Cap 5.
CMW: 2d8+2xlevel, cap 10th.
CSW: 3d8+3xlvl, cap 15th.
CCW: 4d8 + 4xlevel, cap 20th.This puts a CCW at average 98 hp healed at CL 20...still less then the minimum of 110 for a Heal spell, but much closer to extremely effective.
==Aelryinth
Yo, Aelryinth. I was going to suggest almost that exact thing. Two thumbs up.

default |

Ya know, I liked someone's idea of bringing the target's level into it.
Maybe just as simple as adding the target's level to the damage healed?
Cure light- 1d8 + caster level + target level
cleric 1 with low-level spell heals fighter 1
1d8+1+1 = average 6.5
same cleric heals fighter 6
1d8+1+6 = average 11.5
cleric 6 heals fighter 1
1d8+6+1 = average 11.5
same cleric heals fighter 6
1d8+6+6 = 16.5
This caps a 1st level spell at 48 (caster+target at 20) while the best damaging spell (I assume shocking grasp) caps at 30.
Big difference to note: Shocking grasp can hit its cap at level 5, but is much less likely to do so. Cure spells doing this are much more likely to hit that cap, but not until the levels involved are far more serious.
then the main difference becomes WHO you heal, and how much of your resources you use (the spell level).
If anything about this seems rambling, i apologize. I should be sleeping at this point.