Aloïsius said:
Ergo, the 6 hours sleep = Heal (the old 6th level spell) is itching many players. Because it looks like real wounds don't exist in 4e, which is stupid, from a story point of view
They don't.
Here's how it works:
a)The devs didn't want people "stuck" playing the cleric, so healing was moved to the "Leader" archetype. Furthermore, all classes gained some healing. Thus, some healing was non-magical, and for balance purposes, non-magical healing (Warlord) had to be on part with magic healing (Cleric, Paladin).
b)Either you make lethal wounds close by inspiring people, or you don't. The devs picked "don't".
c)Therefore, you don't have wounds. You have bruises, scrapes, exhaustion, fatigue, sore muscles, and a million other things, but nothing really serious. Even if a monster is described as impaling you with a spear and dragging you towards it (as I believe the Goblin Picador does), you are not actually impaled, because, if you were, no amount of shouting by the Warlord would get you un-impaled. Clearly, the spear just got your cloak or something.
Wounds don't exist -- at least during 'on stage' combat -- in 4e, unless they're lethal. Presumably, off-stage, they do exist, but if PCs are anywhere around, there is battering and there is death.
(Frankly, you can add wounds pretty easily. Give the DM a stockpile of 'wound tokens' he can toss on you when you're Bloodied. You must spend an Action Point to remove it; if you have none left, you are Wounded and suffer a -1 to all actions until you've had 1d4 days of bed rest. If you're bloodied twice in a single fight, you get another token so you're at -2, and so on. Actually, -1/two levels seems more fair, in keeping with level scaling, so a 10th level character is as wounded as a first level one, relatively speaking. This models 'take a lickin' and keep on tickin' style play w/out being 'wake up perfect'.)