There also aren't any examples of peoples wounds vanishing with an hour's rest without some other agency at work beyond ordinary natural healing. But you are able to credit natural healing with that. So it's not just a narrative thing, there's an additional factor here...
It's totally narrative. "Vanishing with an hour's rest" isn't specifically required by the narrative tropes typically in use with wound-based HP. With a bit of downtime, all of the below tropes become narratively plausible:
- The Only A Flesh Wound trope: "On television, as well as in movies, there seems to be this general idea that if someone is shot in the shoulder, or in the leg, then the worst that happens will be that the person will grimace and go on with what he was doing before he was shot....this trope is so widespread that it's caused people to assume that it's an accurate reflection of reality."
- The Hard Head trope: "In short, fictional head injuries are no worse than inconvenient, so have as many as you want."
- The Made of Iron trope: "Damage is frequently done to characters that should hurt or incapacitate them, but is easily shaken off"
- The Hollywood Healing trope: "You'd expect at least one missing tooth or broken nose in a lifetime of fighting crime. Yet Bruce Wayne's corporate headshots are perfect time and time again, and James Bond never shows up at an embassy dinner with two shiners and a wad of gauze over his nose, even if he's just been hit in the face by an iron bar. "
- The Heroic Spirit trope: "The heroes can do anything if they are driven enough. They will not surrender, they will not stay down. Death, The Virus, Wangst, they are all to be shrugged off when the chips are down."
- The Normally I Would Be Dead Now trope: "For them, that little hole where their heart was supposed to be is just another chance to show off how Badass they are."
- The I Ain't Got Time to Bleed trope: "If the hero is a true tough guy, he'll shrug the injury off as if it were nothing more than an inconvenience and drive on. "
- The How Much More Can He Take trope: "In many, characters literally show no signs of weakening (with perhaps the exception of a weakened pose when they drop to a certain number of Hit Points) but this rarely causes any decrease in power. Until you suffer a Critical Existence Failure, you're just as effective as you ever were. "
- Possibly the meta-trope of all of these, the Plot Powered Stamina trope: "someone is able to to carry on...as long as the Rule of Cool, Rule of Drama, or Rule of Funny dictates."
Getting over an injury quickly is a tried and true narrative device in action media, so much so that it's often
over-used. I've been watching a lot of
Buffy the Vampire Slayer these last few weeks and when someone had to go to the hospital after they got knocked unconscious it was an
exception to the usual rule of getting punched/chived/bludgedoned and getting over it.
So wounds needn't actually be healed to restore hps. You can be at full hps, and still have wounds, they've just been stabilized.
Broadly true - they're no longer a danger to you, though they might be painful, inconvenient, whatever.
And, wounds can be stabilized with a heal check, or you can stabilize on your own with successful death saves, so treating the wound physically isn't /strictly/ necessary.
A heal check narratively represents tending to the wound, and stabilizing represents the Hollywood Healing kicking in: you'll be fine in a while.
And even if they have been treated, they're not gone, so even under the 'narrative' you're choosing, you can be wounded, and at full hps, meaning that the restored hps are not all a matter of healing the wounds. If they were, the wounds would have to be healed completely.
The narrow use of the word "heal" to mean only "heal completely" is unnecessary. "Healed enough to not suffer its effects" is more often the case (though I've got no major issues with "healed completely" in most cases, either - descriptions of something lingering is pure color).
There are also no such examples of wounds healing in an hour without some sort of mystical force.
See above (especially Hollywood Healing). I'd be fine with a warlord that is as magical as a paladin's Lay On Hands or a cleric's Channel Divnity - not "magical" per the rules, but clearly something beyond mortal capacity. That warlord would be looking less purely martial in that case, though.
I see nothing wrong with ignoring injury as hp restoration.
The main way if fails to model the narrative is that it doesn't wear off. There's no point at which you actually need to tend to the injury, no point at which your spleen actually gets put in. It leads to absurd scenarios where you're chugging along just fine despite the grievous wounds that have been described, just because you're ignoring the pain. It turns "I'm wounded and then because it's an action-genre trope I get better fast" into
Ludicrous Gibs.
With a die-hard effect, you know that there's a timer on how long you can ignore this. Make a bold last stand, and make the next few rounds count, because if some actual healing doesn't come your way, there's only so long you can fight without your spleen. You're beyond your limit, and your buddy is letting you go there, but you're under no delusion that you can ignore the wounds you've suffered and be perfectly fine. That's the
perfect psychological space for an inspired last stand (leading to a
Heroic RROD)
Apparently, you're OK with it as temps?
BTW, how do envision temp hps in this 'narrative' of yours? A character given a fairly big chunk of temps is wounded, but still had temps left. What's the 'narrative?'
Temp HP is good for representing a bit of "padding" or a shield or a wellspring of pluck. It's good because it makes you feel better (you're farther away from death!) without actually making you any better (it doesn't heal your wounds). Psychologically, that's perfect - you know as a player that you're not fully up, but you've got a bit of extra juice before you suffer any consequences for it anyway. The fact that it doesn't prevent unconsciousness at 0 hp helps model the fact that padding and pluck won't save you from a potentially lethal sword wound, even if they will help you out until you get there.
Agreed. OTOH, I'd have no problem with 'teleport' as a mechanic (jargon) that did not involve /actually/ teleporting, merely allowed something that could be convenient modeled with it.
I prefer it when rules language is natural language as opposed to jargon. This allows for things like "Anti-magic stops teleport" without absurd results like "I guess it also stops me from jumping over this river, since that uses the teleport mechanic."
But, if inspiration speeding up healing had a natural basis, it wouldn't be supernatural, and it'd be OK for preternatural or extraordinary or superhuman inspiration to do so. Right?
Possibly-hypothetically. The biggest difficulty is that it would have to actually heal the wounds of someone who is unconscious from a traumatic injury, and that seems...tough to apply to inspiration. The closest I can think of is maybe something like prayer for someone in a coma? But even there, the narrative way to model that in D&D is divine power (which is very supernatural), not non-magical inspiration.
Frankly, this premise that every class in the game must allow every mechanic in the game to be interpreted any way anyone might like strikes me as a bit of a stretch. Magic in D&D, for instance, little resembles the narrative of magic in any genre source, and any number of gamers might want very much to envision a very different narrative of magic than vancian memorization or neo-Vancian prep-and-slots. No accommodation is made for that.
There's prep-and-points (spell point option), and no-prep-and-points (any class with Spells Known instead of a prepared list from a pool), and even constant-effect (warlock invocatoins), not to mention ki (explicitly magical in 5e), and you could have all of those spellcasting types at the same table without incident, so I think there's actually quite a bit of accommodation for magical models outside of prep-and-slots.
But hit points also have some higher requirements that magic systems can get out on because magic is made up artifice from the get-go, but not dying after getting hit with a sword is something that people need explaining away to accept. The narrative of HP becomes that explanation. Because D&D defined HP as a combo of wounds and other factors historically, where the individual table emphasized was open to each individual table...until the Warlord, whose inspirational healing is incompatible with wound-based HP narratives.
And if the Warlord must have an inspirational healing mechanic or not be a "true" warlord, then it becomes a question of what you make optional.