I'd always allow stuff like this. Trying to negate a power via paranoid preparation? Probably not. But spending actions in combat? That's how the game is -supposed- to work.
In theory, you can make a DC Heal check to give a save for -any- condition. But...this makes more sense for some conditions than others. So if the skill is more appropriate than Heal, you give a bonus -- make it a lower DC, or a move or minor action (to, say, use Arcana to deal with a magical lingering effect, or Athletics to pull someone out of a crevasse). If it's less appropriate than heal, you give a penalty or don't let them do it at all.
The rules of 4e are harder than some other editions -- in that you generally shouldn't disallow people using abilities or skills based on flavor text -- no "oh, you don't have room to swing your spear, so I won't let you use that encounter power", etc. But they're still a framework upon which to hang narrative, not the narrative itself. When the flavor/situation -enables- an action, you generally should allow it, at an appropriate cost and difficulty.
If you don't allow the narrative to influence the mechanics, you aren't playing a RPG -- you're playing a miniatures combat system you're pretending is an RPG. The narrative is the whole goal of the game--the shared fantasy you're creating (GM and players). So if you don't allow that narrative to matter -- to feed back into the mechanics and therefore the ongoing story -- then you're doing it wrong.
In theory, you can make a DC Heal check to give a save for -any- condition. But...this makes more sense for some conditions than others. So if the skill is more appropriate than Heal, you give a bonus -- make it a lower DC, or a move or minor action (to, say, use Arcana to deal with a magical lingering effect, or Athletics to pull someone out of a crevasse). If it's less appropriate than heal, you give a penalty or don't let them do it at all.
The rules of 4e are harder than some other editions -- in that you generally shouldn't disallow people using abilities or skills based on flavor text -- no "oh, you don't have room to swing your spear, so I won't let you use that encounter power", etc. But they're still a framework upon which to hang narrative, not the narrative itself. When the flavor/situation -enables- an action, you generally should allow it, at an appropriate cost and difficulty.
If you don't allow the narrative to influence the mechanics, you aren't playing a RPG -- you're playing a miniatures combat system you're pretending is an RPG. The narrative is the whole goal of the game--the shared fantasy you're creating (GM and players). So if you don't allow that narrative to matter -- to feed back into the mechanics and therefore the ongoing story -- then you're doing it wrong.