Imaro
Legend
1: Do any of the citations you gave mention a "turn" in a non-combat context? Some do mention rounds; that's worth noting. But turns? I'm not seeing it. Perhaps I'm being pedantic, but it seems important.
I think you're being more than a little pedantic since it clearly references the combat chapter for an explanation of a round, thus I would assume all of the rules for a round their also apply to non-combat rounds... otherwise why direct readers there?
2: As I explicitly said, it doesn't speak either way. Technically speaking, neither of us is right or wrong, because the book does not speak on it. I'd genuinely like to know what the WotC people think.
It directs the reader to chapter 9 for the rules on rounds... it doesn't tell the reader pick and choose what rules concerning rounds you want to use (which is perfectly reasonable in any particular game but then we're in house ruling territory).
3: *facepalm* Yes, because "walking around" is an out-of-combat utility thing. I'll grant you the Search thing. That certainly weakens my case.
Wait... so your characters don't chase people, run from people, swim, climb, etc. because that's all movement and in my game it factors pretty heavily in the exploration pillar...
Now, how do you respond to the "I can search the room AND disarm this complex trap AT THE SAME TIME" problem? Because *that* to me is pretty conclusive justification for it NOT working outside of combat. Doing two attacks, or attacking *and* running the hell away, in a few seconds? That makes sense. Being able to perform two complex, long-duration tasks "at the same time" does not make sense.
I'm not sure what you mean here... a complex trap could possibly be jammed just by inserting a piece of metal or wood into one of it's gears (literally 3 seconds to do)... and heroes in fiction do stuff like that all the time... Now we're getting into the fiction surrounding the mechanics and that's going to be so variable as to be impossible to nail down conclusively.
You've made some good points. I'm not nearly as certain of my position as I was before. But I'm still stuck on the "I can bandage my buddy's wounds AND walk across this tightrope AT THE SAME TIME" thing.
So you want fighter non-combat ability that is on par with magic... but you also want him to stay in the realm of the mundane of our world. I explain Action Surge as the fighter having trained and honed his body and mind to react more quickly, push it's strength beyond normal limits and even instinctively perform tasks faster than most normal men can. But that's me.
Edit: And I'll note, the "at the same time" thing is...really kind of the whole point. Like, if it's not simultaneous, why even bother? It would be expending a precious and important resource to do exactly what you would already do, that is, do two tasks in sequence. If ability checks count as actions (which Search would imply), this leads to either a painfully unrealistic scenario, or a use of dubious or even negative "benefit."
Well one example is that even if it's not simultaneous it still makes you able, in short bursts, to run faster, swim quicker, climb faster, etc. than almost any other humanoid whose not a fighter. This allows you to overcome hazards quicker than others. It also is useful when time is of the essence for certain tasks... you need to both get to your buddy and patch him up before he fails that last death save... I mean how it's used is really up to the player, like any other resource the player controls.