Ratskinner
Adventurer
I tried to clarify it, but I'm mainly being provocative. I think there are a lot of healing ideas proposed where people don't think through the implications of what it takes to run with the main idea, simplify it for game play while preserving the main idea, but still be acceptable to a wide range of players.
Anymore, I wonder if anything is acceptable to a wide range of players. Maybe I spend too much time here....

So we are constantly getting proposals that don't really address the concerns of wide swaths of players--or get caught up in the terminology instead of the mechanics. I'm mainly interested in diminishing return healing mechanics that work, because my own explorations in various system have convinced me that it's the only way to bridge the simulation and gamism concerns simply. My criteria are probably stricter than most people would adopt for that reason, but they are my criteria after all.Nor do I pretend that they are the only way to do a good healing system. I just think that good healing systems that use other criteria will have a different set of flaws and benefits that people will react to (for good and ill).
Ahh...well then, that explains a bit. Any healing system will have its flaws and benefits, certainly. For instance, if I'm going to allow magical healing at all: I don't think I like the "diminished returns" idea along with it. To me, that sounds like the magic is still holding you together...and thus could expire or be dispelled...rather than just fixing you. Nothing inherently wrong with that, but not my thing. Which, basically, comes down to the problem with D&D's handling of magic in general. "Magic can do anything" isn't really a good basis to work from for a primarily Simulationist game. The audience has apparently rejected a more gamist/abstract model of the game. (...and D&D isn't likely to develop along Narrative lines that would handle it neatly, either.)