Yes, Mmadsen, well, in my campaign, I don't use Raise Dead, Resurrection, or Reincarnate Spells.
That seems to be a pretty common house rule.
Thus, in the example in the story above, the Vallorean King had used his last Fate Point.Through the timely ministry of the loyal Druids, and through much fervent prayer, the valiant King was able to rally from his wounds and recover! The wounds that the King suffered were thus beyond the ability of normal healing to address.
I guess I'm not sure what the in-game explanation would be.
"The king's wounds are beyond the ability of our magic to heal."
"How? Did the dastards attack him with a poisoned blade?"
"No."
"Dark magic?"
"No, he was cut down on the field of battle."
"Did we not get to his body in time? Did they mutilate his body beyond recognition?"
"No, it's just his time to die. Almost."
In my campaign, I provide all diseases and viruses, and so on, with "levels." They match up a saving throw against the spell level of the healing spell, a roll is made, and the results are compared for the final outcome.
Under the core rules, each disease has a Save DC. I think we can achieve the same effect by having cure spells provide an additional Heal roll (with a bonus of spell level + caster's spell bonus) rather than automatically curing any and all diseases.
I thought of developing this because I don't like the idea of Clerics and such just automatically healing everything in sight, you know? I suppose I'm wierd.
Maybe we're both weird, because I agree completely. I don't like the fact that by-the-book magic prevents scenarios like your Ranger origin story, curses that need a quest to cure, diseases that need a specific cure, etc. A lot of D&D magic kills drama.
Ravenloft is great in this respect. Curses work better if they're applicable, have an escape clause, etc. Detection spells don't work flawlessly. Dark spells have dark consequences.