The same way that Vancian magic is a problem of playstyle exclusion. For those that don't have a problem with Vancian Magic including it is not a problem. For those who favor a more freewheeling spellcasting model Vancian casting negatively impacts their playstyle.
Still having a spellcasting class, the Wizard, built on an optional component suggests that the class should be optional. But an entire optional class might not be the best use of space for the core books.
Do you see why that argument really holds no water.
Good thought, but I wonder if you've just shifted the 'cleric requirement' over to the 'healer option requirement'? It does offer much more variety in your leader type, but I can't help thinking someone is going to be sacrificing a fun, thematic option for a healing ability.
Is in-combat healing even an enjoyable part of the game? Am I the only one who'd be happy just getting rid of it, or offering some rules incentive/reward for pressing on with low health and resources to balance the instinct to play it safe? Imagine a rules construct which allowed you to play with increasing risk but also increasing rewards, a sort of baked-in pacing dial that could be tied to damage, defenses, saves, experience, and treasure types.
If anything, it's the exact opposite. Unlike magic, health, damage, and healing are real concepts that everyone is familiar with and has some understanding of. Any break from tradition should logically move the game closer to those concepts. Things like martial healing that break away from reality (and most fiction) are more aversive to non-rpg players (i.e. potential players) than they are to people who are used to the idea of game vs metagame distinctions and come to places like ENW to discuss them.
In other words, there are two general forces pushing D&D design. One is traditionalism (making the game "feel like" D&D and honor its history), the other is naturalism (making the game what an rpg should be in general; more flexible, more balanced, more believable). Both have some validity. Vancian magic is strictly a matter of traditionalism. It's a confusing and hard-to-balance system that's hung around because it feels D&D-ish. If one were starting a fantasy rpg from scratch, nothing remotely resembling Vancian would appear in it. Hit points are a traditional D&D-ism that could be changed or rethought to become more naturalistic. Martial healing, among other things, serves neither of those ends; thus it's hard to justify its inclusion.
What I call "naturalism" comprises the G, the N, and thew S, among other things. What I mean is designing the game that would be designed if D&D didn't exist. The game that a novice would expect when you explain to him what an rpg is. I'm postulating a distinction between rpg theory/development and traditionalism.What you call 'naturalism' (basically GNS simulationist agenda) is a rather narrow and limited thing by itself.
Indeed; I think you've addressed your own point. "Gamism" is more a legacy term than it is a thing that draws new people to the game or creates enjoyment in and of itself. I don't much care for it.Gygax states this right up front, and in fact in no uncertain terms says that in his opinion D&D's primary agenda is gamist.
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I'd just like to say about the 'traditionalist' agenda, meh.
I tend to rewatch movies and TV shows, but okay on the big picture. Games aren't rituals. Moving on.Games are not rituals, they are forms of entertainment. You wouldn't watch the same movie 1000's of times, nor play only one type of music.
We can also criticize change that simply doesn't work (for any number of reasons). That's what I'm doing. I have little interest in holding on to traditions; that's for people an age bracket or two above me. I do have an interest in rules that make my game better.There's no reason to fix what ain't broke, surely, but if it ain't broke, then why are you planning on buying a new set of D&D rules? Any appeal to traditionalism can be met with "just keep doing what you're doing". Insisting that everyone ELSE has to keep doing it too isn't traditionalism, its being bossy! Likewise we can criticize change for its own sake of course.