Vyvyan Basterd
Adventurer
Magical healing has been the standard healing method of D&D, and all fantasy RPGs, for decades. If you want to play a low-magic (or no-magic) game setting, you should be able to...but such settings will be the exception and not the rule.
Earthdawn is a fantasy RPG that was fairly successful and takes issue with your "all fanatsy RPGs." Earthdawn has very little magical healing, the main form of healing is a surge-like mechanic. And it has nothing to do with being low-magic. Earthdawn is a high-magic setting. The high levels of magic are part and parcel to the premise of the entire campaign world.
I understand yours and others concerns, that "pep talks" and "cheerleading" and "catching one's breath" should not be allowed to heal wounds. That's why I think 5E needs to define what Hit Points represent in the next edition. This week's blog starts to tackle it.
I believe if the definition falls something like this:
Vyvyan Basterd said:Full HP = Healthy
Less than full, more than half = Winded
Half or less, but positive = Wounded
Negative = Dying (or Unconscious)
A Winded character can spend an action to catch his breath and regain a Hit Die (new 5E lingo) worth of Hit Points.
A Wounded character can bind his wounds and rest 10 minutes to regain a Hit Die worth of Hit Points.
A Dying character must either receive magical healing to become Unconscious (or conscious if the healing is enough to bring him positive) or mundane healing to stabilize him to Unconscious.
An Unconscious character must rest 12 hours attended or 24 hours unattended to regain a Hit Die worth of Hit Points.
All limited by the number of Hit Dice a character has, except for magical healing, which when available always restores Hit Points.
then people might be more willing to accept it. Would this be acceptable to those who dislike non-magical healing?