Jester Canuck said:I disagree. Only having magical healing leaves room for people to decide for themselves. They can add martial healing to their games, or not. There's a choice. Which is important. That's the whole damn point.
You're welcome to disagree, but you'd be wrong. If all healing must be magical, that is a side. If that is the default, that side has been picked. Non-magical healing is ubiquitous and effective. All PCs have Hit Dice, and all characters are restored to full HP after a long rest. The default rules say that HP is not (just) meat. That's the default side. If you're in a group that wants to make healing more difficult, to make HP more like meat, then there's optional rules to that effect. As your group implements optional rules, it'd be well advised to disallow an optional maneuver (or whatever) that doesn't mesh with those optional rules. Optional rules aren't just for a different flavor. They change how the game is played.
Jester Canuck said:I don't see why this is relevant. Magic users have long been able to restore hit points. By that logic the wizard should also get cure wounds because the artificer was a leader in 4e and that's now a subclass.
The wizard's artificer subclass can heal, actually. It's relevant because if the devs are working on a commander class to call back on the Marshal, the Warlord, and the Fighting-Man, then it needs to have the option to restore HP. Just an option. Non-magical healing is already a standard thing. There's no way to say the commander can't have any.