I may go back and look at that rule because 4e is the ruleset I’m the least familiar with.
The issue is a tough nut to crack, I definitely agree.
4e Healing surges were basically 5e Hit Dice on steroids. They each healed 1/4 of your max HPs. Just like 5e Hit Dice you couldn't spend them at will in combat but unlike 5e Hit Dice there were a whole slew of powers that let someone spend a Healing Surge during a fight. Tapping into your Healing Surges accounted for the vast bulk of in-combat healing. When you were out of Healing Surges it was VERY difficult to heal, which got rid of 3.*e's Fistful of CLW Wands problem.
For example Healing Word was a cleric power and when you used it on an ally they could spend one of their Healing Surges on themselves +1d6 (at levels 1-5, it scaled mildly). Since 4e PCs had big gobs of HPs even at first level the +1d6 didn't amount to much.
The two main problems people had with Healing Surges:
1. Simulations complaints about non-magical healing. No different than 5e Hit Dice here as both allow people to heal a lot non-magically out of combat. I don't agree with this complaint at all.
2. 4e PCs get a loooooooooot of Healing Surges. This meant that people could refill their HPs multiple times over and made attrition gameplay take forereeeeever. This is a valid comaint but easily fixed by giving everyone fewer Healing Surges.
Healing Surges are faaaaaar faaaaaaaaar and away my favorite 4e mechanic. I don't much like 4e in general but I love the intent behind healing surges (providing a hard limit to healing).
Agreed. It would likely result in a game I don't want to play, but it would I think be a better game for what WotC wants to accomplish design-wise in the long run.
Yeah, if I were in charge of 6e and trying to make it as popular as popular my #1 goal would be: "make the wheels not fall off if there are only 1-2 fights per session."
If I were in charge of 6e and trying to make it as fun as possible for me personally my top priorities would be veeeeery different.
Definitely agree on 1, but I agree less on 2. I think that's one of the principles we're slowly seeing emerge. To be fair, we won't really know until the DMG and MM are released as well, though, so I may stand corrected.
I don't quite follow you here. Are you disagreeing with my idea that 5.*e doesn't work well if there are only a few fights per long rest?
I think the healing powercreep is an extension of the change in the way the game is played. Combat in earlier editions was brutal, and could often be avoided or won before initiative was even rolled ("combat as war"). Modern gaming assumes combat is the default method for overcoming enemies, with encounters being balanced against the party's level and abilities ("combat as sport"). This requires there to be a lot more healing in the game, since combat will drain away HP and the game wants the party to win.
Yes, 5.5e is moving towards Combat as Sport (away from the more compromise 5e) in a number of ways.
The biggest problem for 5.5e here is that it has a number of failings as a Combat as Sport game. I'm sure 4e fans will tell you that 5.5e still lacks the tactical complexity but I think the bigger problem is pacing.
CaW generally works best with a running series of skirmishes, a lot of short sharp fights that the PCs need to get through fast (or dodge around) so that they can get to their goal before they run out of resources.
CaS tends to work better with fewer bigger more tactical fights. CaS wants balanced fights and the more fights that a party had in one day the harder it is to balance the later fights as if the party gets lucky and curbstomps early fights then they have too many resources for later fights and those become too easy (and the other way round if the PCs get unlucky in the first fights). The main problem with 5.*e is that the wheels fall off if you have fewer bigger more tactical fights. This is a real problem for 5.*e if you play it more CaS, a problem 4e didn't have.