The effect of the spell is in response to an attack that has just hit. It does not have a meaningfull effect because the entire point of the spell is that it is a reaction.
Which is an admission that the spell is working as intended, reliably, each time it's used. So in other words, the effect of the spell unto itself is uncompromised even if you've made its activation cumbersome to the point of lacking utility.
And yet it is clear, consistent, and foundational to D&D.
But still lacks verisimilitude, which is to say, lacks an in-character presentation (at least in terms of clear distinctions, since most characters will recognize someone stronger and more competent than themselves). But as noted, no one is calling for "verisimilitude uber alles" except the idea's detractors when they misrepresent what its proponents want.
Most games don't go above level 10 - which means that most people do not experience where the game is truly broken. I also believe that one reason most games don't go above level 10 is because the game is breaking by that point.
Leaving aside that "truly broken" is an opinion (twice over, first for "broken" and then for "truly broken"), I think that you're overstating why that is. I find little to suggest that people have reached a certain level and then simply found the game so unengaging that they quit for how unenjoyable it is. Rather, it's a combination of other factors (many of them completely unrelated, such as real-world issues, while others are simply an issue of habituation making anything else seem more fun simply due to novelty).
I accept your apology, and appreciate you saying so.
Did you link something other than The Alexandrian's notorious piece of edition warring? In which he tried to dress up his personal preferences as something more general? If you did I apologise and should have checked the link.
This is an extremely bad-faith take on your part. The article in question is an entirely valid attempt to explain why 4th Edition was so unpalatable to himself and so many other people, and it does a very good job of it. He doesn't ever "dress up" his personal preferences, but instead tries (and largely succeeds) to help articulate something that a lot of people only intuited, nor does he hide that this is a matter of personal opinion.
To treat that as an attack on you, your likes, and your preferred game is to profoundly misunderstand what it's about, though it rather sadly explains a lot about the tenor of your posts here. I'd urge you once again to look at what's being said not as an attack, but rather to understand
why 4E is being held up as an example of what isn't preferred in this regard.
You mean that 3.0 lasted half the length of its successor and the both massively overhauled and deliberately incompatible game that supplanted it in 3.5 lasted less time. While I'm almost certain that 4e was more profitable.
3.X wasn't one edition. And both 3.5 and 4e ended when they were scraping the bottom of the barrel for player-facing things to publish. Of course how long 3.0 would have lasted if the suits hadn't mandated a new edition even when 3.0 was launched is an interesting question. That Paizo were able to run their Adventure Paths as an Ideal Homes magazine thing was admittedly impressive.
But it's nowhere near as clear cut as you are claiming.
The parsing of 3.X between 3E and 3.5E as compared to 4E is largely a moot point, in that it insists on comparing 3.0 and 3.5's length's separately to 4E's unified whole, which is largely pointless because 4E itself was bifurcated by the Essentials line, which is a truism that's not undone by pointing out that Essentials wasn't a "point-five" edition the way 3.5 was. To quote D&D historian Shannon Appelcline in his overview of
Heroes of the Fallen Lands:
What a Difference an Edition Makes: The Compatibility. When Mearls began working on Essentials, one of his main priorities was keeping it totally compatible with previous 4e books. With the release of Heroes of the Fallen Lands, players could now see that changes were indeed pretty minimal, involving: errata; updated Feat and Magic Item systems; and updated philosophies for building characters. Of these, the difference between the character builds was the largest, and had the most possibility to be incompatible.
But the designers felt they weren't
Mearls paraphrased designer Rich Baker when he said, "the choice between a traditional build and an Essentials build would basically reflect different play styles". Baker expanded on this, saying "It’s perfectly ok if, at the same table, Joe is playing a Fighter straight out of the Players Handbook, with all of the power selections that he would ordinarily have had, and Dave, sitting next to him, is playing a Slayer, out of Essentials. Those Characters, essentially, are built the same, and are transparent to each other".
But that's not at all how the D&D roleplaying community treated the new rules. Between late 2010 and early 2011, 4e players seemed to fracture into "traditional" gamers and "Essentials" gamers. At first there were edition wars over whether Essentials had replaced the core rules, then for the next year each new D&D book was scrutinized for whether it was Essentials or traditional.
So, there's no mechanical reason not to use core and Essentials products together, but you could similarly have said that 3e books could be used with D&D 3.5e (2003) with almost no problem. In both cases, the roleplaying community disagreed.
In that regard, the simpler and less pedantic method is to measure the total length of 3.X's life against that of 4E(ssentials)' life, and that's without taking into account the additional time that the former received under the Pathfinder banner.
Again, this is false. My position here is that most games peter out by level 10 which is about when the problems cease to be ignorable. This doesn't mean that this is the cause of all games petering out by then (scheduling is far bigger), merely that it is a cause and the main reason that people don't see how absurd things get. They don't play to that high level.
Leaving aside that stating your opinions as a declarative ("this is false") isn't helpful to a productive conversation, I disagree wit your reasoning here. I don't think that it's axiomatic that people would necessarily see things getting "absurd" if they reached a higher level.
First things first non-magical "spike" recovery of hit points in 5e absolutely is a very common thing; the fighter has it - and they are the most popular class in the game and one of the very few non-magical classes. And I don't recall seeing anyone complain about it after about 2014. Which leads to the question as to whether it was really a problem in 4e or whether it was a proxy - or whether it was only a problem because people had been educated by older editions that they shouldn't have it and what you call versimilitude I call a simple consequence of familiarity.
Calling it a "proxy" strikes me as disingenuous here, as it again suggests an element of duplicity on the part of people who found fault with that idea. I believe that it's still the case with 5E, just that it's one which people have elected to live with insofar as it's being far less of an issue with regard to its application. Which is to say, it's less of a break in verisimilitude for a fighter to use Second Wind on
themselves once per rest (short or long) than it is for the warlord to use their Inspiring Word on
other people twice per encounter (i.e shouting other people healed).
Now, there's absolutely a discussion to be had as to why it is that a self-affecting power is easier to swallow for a lot of people than a power which affects other characters. But at that point we're veering even further away from verisimilitude, and I'd really like to bring the conversation back around to that.
And if hit points map to a real thing at all we have real world examples of recovery of hit points in short periods of time without magic. Look at any boxing match. If a boxer is knocked for a three count, unable to stand, that's them running out of hit points. But they do stand back up, take a second wind, and they almost all come back stronger after a three minute short rest between rounds unless there's no gas at all left in the tank (i.e. they've run out of healing surges)
There is no magic here. Boxing in the real world looks much more like 4e combat with its combined healing surge/hit point model than it does the untiring attack spamming robots of earlier D&D editions who never want to stop for a few minutes to catch their breath.
Which is an issue of modeling what's happening when hit points are lost, since the same mechanic is used to present injuries which you can't simply shrug off or ignore. Hence other models such as wound/vitality points. All of which is to say that there's a reason why I originally stated that verisimilitude wasn't an all-encompasing principle back in the OP. However, that caveat seems to have been lost. (All joking aside, I think the issue is that a lot of people didn't want an expansion of an area where verisimilitude had been set aside, and objected on those grounds; the 5E fighter can be called a compromise in that regard.)
But yes, I accept that 4e modelling the real world effects of fatigue and non-bonebreaking injuries much better than previous editions did lead to problems for people who wanted video game style consequence-free health bars where almost all recovery is magic rather than something more realistic and nuanced. But this is a big part of why I am saying the problem was familiarity. And this is a clear and unambiguous case of versimilitude being something that comes from familiarity with the model being used (and the explanations given which were too sparse in 4e) rather than from how it actually compared to reality.
I don't grant your premise that it did model the real-world effects of fatigue and "non-bonebreaking injuries" better than previous editions; quite the opposite really. Phrasing it this way is simply edition-warring, and no, you can't say that you're simply doing so in regard to edition-warring that was lobbed at you first. There needs to be a circumstance under which we can look at areas where 4E didn't do well without its de4Enders coming in to deny all premises and champion the game as the best edition ever in every imaginable regard. And if you find that hyperbole ridiculous, it mirrors the tenor of your posts here.
So how about dialing it down, okay?
And this of course is one of the other problems muggles have in (pre-4e) D&D. Not only are they not capable of going above and beyond what a realistic person can do - they can't normally do things like recovering by catching their breath that normal people can.
Which makes one wonder why 4E was so ill-received by so many people to the point that it had to be shelved so quickly if it did so well.
Such as what they are or even if they are a category. Because most modern narrative games I have played simply do not have the features that most posters I've seen on ENWorld claim to be features of narrative games. And the features I consider narrative games to have don't fit what people criticising them make. (The obvious example here being meta-currency being more like a design stage than it is like a game style).
If your issue is that people are misrepresenting narrative mechanics, perhaps it would be best to then not turn around and misrepresent verisimilitude in turn.
As long as we accept that the biggest factor causing people to associate a system is familiarity. The second biggest is personal preference. Any sort of modelling of reality comes way further down the list.
I don't believe that to be the case. While there are certain "definitional" characteristics of particular games that, in the minds of their audience, make those games what they are, that can't just be chalked up to "familiarity" with its not-so-vague implication that the alternatives are superior but people are simply too stuck on what they know to recognize that. There are, in fact, other issues of preference in play, and we should be able to talk about those without people who have different preferences coming in and threadcrapping by saying "your preferences are wrong!"
I can however say "your justification is wrong and you are trying to dress up personal preference as some sort of principle".
You can, but that doesn't mean you're correct. There's no "justification" going on here; only an attempt to explain something that a lot of people can intuit but have a hard time explaining. And yet, when someone tries, there's always someone who feels attacked by that and so comes in to sabotage the entire thing.
They were however soft-capped to fifth level spells. Which is about as high as you can go before the problems get overwhelming. And they had the drawback of being incredibly squishy (making being on the front lines high risk) because AC mattered much more before bounded accuracy and you had far fewer hp.
I'm not sure what you think that "soft cap" is that kept wizards to casting fifth-level spells and below, let alone what "problems" are "overwhelming" in that regard.