I don't know what you mean by "a metagame tool to fill a hole in the rules". As I see it a class, in a class-based game, is a package of mechanical elements that makes sense within the action resolution rules - but that's a pretty abstract description.[MENTION=42582]So, bottom line, you think that healing (specifically in-combat healing) is Really Important.
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Moreover, even if it were, that just takes us to where a couple of other posters whose names I don't feel like looking up got us several pages ago: a class is not a metagame tool to fill in a hole in the rules.
Here is my view, repeated again - my bottom line, if you like: a battle captain should be able to keep his/her friends going in a fight, by means of inspiration; in D&D, the overwhelming salient measure of ability to keep going in a fight is hit points; therefore, a battle captain character should interact with the hit point mechanics, and the most time-honoured and play-tested way of doing this in D&D is via hit point restoration.
If other people want to speculate about variant combat mechanics, and variant inspiration mechanics, don't let me stop you (and I've already mentioned one multiple times in this thread: Burning Wheel's Steel attribute and associated mechanics, like the Command skill). But in the meantime I'm interested in what actually works within D&D as it currently exists.
It does more than "feed into it". It is a reiteration of [MENTION=2303]Starfox[/MENTION]'s point that you responded to in the same post - namely, that class features make up the bulk of a PC's mechanical capability in any version of D&D since 3E at least (in earlier editions magic items can actually be more important in this respect).We've moved on a bit from the posts you're quoting there, but I wanted to tease this out because I think it feeds into what we're talking about.
A non-class-based form of non-magical spike healing cannot both be (i) balanced with other non-class-based mechanical abilities and (ii) roughly comparable in output to a cleric's healing spells + channel divinity.
And you still haven't commented on my proposal in post 89, which tries to actually sketch out a balanced first level warlord for D&Dnext (but would benefit from input from those with a better handle on the system maths than I have).