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First Post
In my experience, hit points drop to dangerously low levels in the blink of an eye. Although nothing deals as much damage, there are generally more creatures per encounter, and it doesn't take many levels for characters to average fewer total hit points than they would have had in 3e. Personally, I don't consider "half of your hit points" equal to (not to mention better than) "all or almost all of your hit points" in any edition. In tough encounters, healing a single badly injured character to a "safe" hit point total is generally a collaborative effort, even with a leader in the party - again, IME. I've also found that characters will often go from almost no hit points to almost all of their hit points to almost no hit points again within a single round.Zurai said:No big heals? Clerics get one at 6th level - Cure Serious Wounds heals 2 surges worth of health without spending a single surge. They and Warlords also get up to surge+6d6 healing on their Healing/Inspiring Word, which could end up as a double surge for some characters. Two surges is half your hit points. Considering that nothing does as much damage in 4E as 3E, that's at least as effective as Heal was in 3E.
I guess it all depends on your definition of "big". Even allowing the exceptions you present, though, potions are among the biggest heals available at the levels at which they become accessible. In addition, they're usable by anyone, and they require far less sacrifice to use than Second Wind (i.e., spending your standard action to heal just so you can lose more than you gained before your next turn). YMMV.