D'karr
Adventurer
Frankly I think it more work than it is worth compared with just saying "hey, OK, maybe the ooze isn't actually prone, but the mechanics are good enough, big deal". It seems to me like a matter of fighting the battles that really matter.
I agree, and for my game that is more than sufficient. It would be nice if the game had a good foundation to do so, and good examples/guidelines for this type of "common-sense" adjudications. The problem is that "common-sense" is rather uncommon.
That is one of the problems with "healing". It's a loaded word. When a Warlord "heals" you, he inspires you to keep going. So why is it called "healing"? The problem is that "heal" has a common-language equivalent. What it means mechanically is HP Recovery, in all instances. But it gets muddied when you call it healing, like "healing surges". How about recovery surge, heroic surge, adrenalin surge, visceral reserve, effectiveness surge, or simply surge.
If all HP Recovery was called recovery, but the martial "powers" that induce HP recovery were called inspiring, and the magical "powers" that induce HP recovery were called healing you could have both within the same mechanical space without creating a language barrier within the mechanics. A warlord would induce recovery, respite, or whatever, and the cleric would induce healing, you could have a language distinction with no mechanical change (HP Recovery). HP have never modeled real wounds. But if you wanted to introduce that modularity you could introduce ways of making each available at separate points so that "recovery" would happen when you are not seriously wounded, but healing can cover you with either. Just as a thought.