Pretty close. The baseline for a leader was Healing Word and Inspiring Word which were 2/encounter, or 3/encounter at level 16+, triggering a healing surge with 1d6 to 6d6 bonus healing. These abilities were minor actions (bonus actions in 5e parlance), so you could also do something "productive". In addition, each PC could use Second Wind as a standard action* 1/encounter to spend a healing surge. You could also have other abilities triggering healing surges, both from leaders and others. For example, clerics could choose the Healing Strike encounter power which would deal 2W+Str damage, mark the target, and allow you or a nearby ally to spend a healing surge.As far as I remember the party could only trigger 2 or 3 healing surges per combat with the option of one surge equivalent that used caster only resources.
And of course, during a short rest you could spend as many healing surges as you wanted.
That, and having healing surges be the main attrition mechanic, not actual hp.It was the combination of limited heals per combat with a good healing return but that healing opportunity refreshed on the next combat.
* 4e levels went to 30, not 20.
** One of the dwarven racial abilities was to use Second Wind as a minor action instead of a standard action.