The answer to all of this comes down to "because healing surges reflect the physical limits of the person being healed." They represent some physical element that exists in finite quantities that are necessary for healing to take place. Fortunately such a physical element is easy to identify, since such thing exist quite readily in reality. Blood platelets, blood cells, endorphins, adrenaline, ATP, glucose, amino acids, vitamins... Healing surges are an abstract representation of the physical resources the body has available to manage pain and reduce the effect of injury. Abilities that spend a healing surge merely trigger the use of these resources. The fact that the body can easily replenish these resources, even in reality, is also why a good meal and a night's sleep (AKA an extended rest) can bring back healing surges.
While I do appreciate you going to some length to explain your interpretation for me, I don't think it will satisfy the majority of players. I don't like it because it's "magic can heal scrapes and bruises, but not well, and only once, and it doesn't stack with medication, inspiration, healing potions, or anything else." Other people (that like healing surges) won't like it because it requires hit point damage to be physical wounds (which is my preference, once the THP pool is absorbed).
I'm not sure what you mean by "light wounds cannot even be removed", but I will again reiterate: D&D's serious injury rules are nonexistant, and its death and dying rules are terrible. I'm very much in agreement with you there. It's not really applicable to a discussion of healing surges, if you ask me, but I will agree with you.
Well, healing surges are directly tied to death and dying, as is the recovery rate as implemented in the edition in which healing surges are used. You need to spend healing surges to pop out of the negative, or to heal between combats. This can be easily tweaked, though, so you're correct if you're saying that these rules do not necessarily have to be directly tied to healing surges.
I suppose it is never easy to convince somewhat to switch over to your world view... I do appreciate that you've made as much effort as you have in trying to understand out view, though.
Oh, thank
you for such a productive and civil conversation. Even if we disagree, I like having the discussion, and hope we both take something away from it, even if it's a little more clarity as to we hold to what we believe.
It is indeed a sad truth that, while game mechanics and stories should not be enemies, any game mechanic will be the enemy of some story. This is why the term "implied setting", despite being overused and misapplied far more times than I can count, is still a useful one. No version of D&D can be all-inclusive of every kind of story. To be honest, I'm not sure if even free-form roleplaying without game rules can be all-inclusive of every kind of story. That is why trying to pursue such all-inclusiveness is probably an impossibility.
All you can do is try to include as much as you can while still providing a high quality of gameplay.
Yes, I agree with you about implied setting. However, I think you can make a game that opens up a lot more stories, while having solid mechanics. I'm not a fan of rampant long range reliable teleportation or divination, and 4e's changes were a great step (compared to 3.X) towards opening up story possibilities. Yes, having those abilities open up some stories, which is why I said I don't like them being
rampant and reliable. I think missing out on them (or having limited help, such as speed boosting effects or clues) opens up more story possibilities.