Part of the scandal of the warlord is that if one class heals HP and it is fluffed as "you are inspired to keep fighting!", that defines what HP must be for everyone at the table. No longer can your hit points have a grounding in flesh - if they did, then inspiration wouldn't heal.
That does not necessarily define hit points as pure inspiration. Hit points involving wounds is still consistent with this (ie, the action represents binding your own wounds, staunching your most greivous cuts, putting your arm back in your socket, etc.).
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None of these are inconsistent with wounds, though if you use them with wounds, they certainly can cast the game in a bit of a "heroically gritty" light, where a blow might reduce a character to 0 hp through some actually deadly wound, but, given some short time, because we are talking about heroic characters and not normal people, they can recover completely (perhaps with the relevant awesome scar still in place!). "Aye, lad, me heart stopped there for a moment, and I saw the white light, but I figured, it's not my time yet. And don't worry none about the dried blood around me leg - most of it is the other guys'."
Letting a class spend someone else's hit dice in the middle of battle can still futz with that narrative - the idea being that it takes time to heal. Anything that recovers hit points needs to be able to be seen as mending wounds, and yelling at you to get up isn't mending wounds, so it can't heal hit points.
You slightly overstate your case.
Inspirational healing is quite consistent with treating every episode of hit point loss as corresponding to some sort of physical harm: what the inspirational healing does is permit the victim of the harm to go on
despite the harm, and unimpeded by it.
Rocky and
Die Hard are often mentioned in this context.
A thought that is related to this is that, if the characters are heroic enough to get to such a state on their own in a pretty short time, then with a bit of inspiration they cn get to that state in an even shorter time!
So for inspirational healing to be at odds with hit point loss corresponding to physical harm, it has to additionally be the case that a player regards hit point recovery as
actually undoing that physical harm, not just overcoming its debilitating effects. Which then makes the healing times start to look more like Wolverine-ish or newt-ish regeneration ("I sleep my arm back on!"). (Because if the physical harm is anything less than this, where the short times and lack of surgery nevertheless are sufficient fro it to be undone, it follows that it can probably be overcome by someone acting with sufficient determination.)
This is just semantic nonsense.
1) a warlord "heals you for 2d8 HP with his inspirational blabbity blab."
2) a warlord "grants you 2d8 temp HP with his inspirational blabbity blab."
Either way, you are getting 2d8 HP...either free and clear or "back."
It's not semantic nonsense.
Healing = hp recovery. In the fiction, this is coming back from adversity.
Temp hp = buffing. In the fiction, this is preparing to confront adversity.
They're completely different things.
I have a question: why is the Warlord contingent so keen on cleric-level healing that has to be non-magical? Is it for playing in campaigns without magic? Otherwise why is that aspect so vitally important?
For the reason that [MENTION=6696971]Manbearcat[/MENTION] stated: non-magical healing conveys that not only magic, but also inspiration, permits coming back from adversity.
In 4e nearly all healing is inspirational, and so non-magical in this sense. For instance, when a 4e cleric speaks a Healing Word or a Word of Vigour, what heals is not magic per se - that is the province of the Cure Wound line of daily powers - but the inspiration of the cleric's benediction. These abilities model the cleric being infused with divine grace (that's the magical part) and as a result being able to inspire allies. (Mechanically, the signal that it's inspirational rather than magical is the requirement for the recipient to spend a healing surge.)
As a feature of the game, it conveys a world in which emotions and relationships, rather than conduits to the positive material plane, are central to confronting challenges. Thematically it fits with D&D's emphasis on party play, and with the presence in the game of the cleric/paladin archetype.
I can understand the desire to not need one of those classes, to allow for broader choice. But that doesn't explain why it would have to be non-magical.
There is an argument, of course, that all love and friendship is magical. That the emotional life of human beings is, per se, miraculous.
But in the D&D context
magic has a technical meaning. (4e is perhaps an exception to this; 5e is not.) It is the sort of thing that can be detected with a Detect Magic spell, dispelled or countered with a Dispel Magic or Counterspell spell, and suppressed with an Anti-Magic Shell. The idea that emotion is magical in
this sense is just silly.
It's not the healing thing that seems to bother everyone else that gets me though. It's the fact that their main reason to exist is to direct and inspire people. That may work in a wargaming type situation where you have a leader type directing and inspiring the actions of a bunch of zero-level nobodies, but adventurers are a very skilled/educated/crafty lot already and the idea of someone trying to 'improve' them through verbal direction just falls flat with me.
This gets back to the fundamental point of theme/genre that I mentioned a long way upthread.
If you think of the characters in a D&D game as essentially self-contained entities who don't need anybody else, than the idea of inspirational healing or leadership will seem silly. Conan doesn't need a leader, for instance! Though he can lead other, weaker characters.
But if you take an approach which puts
humility and
providence closer to the heart of things, then the idea that even someone like Aragorn might be inspired by Gandalf - and vice versa - makes more sense. Characters in Tolkienesque romantic fantasy aren't self-contained or self-sufficient. They do not already bring to the conflict, within themselves, all the determination that is required. They have needs - emotional needs, providential needs - that only other characters can meet. The warlord (together with the paladin/cleric archetype of the charismatic holy warrior) belongs to this genre.