SaffroN said:
There are plenty of hard choices to make in 4e.
They are just different choices now. You may save the heal for a different party member, choose to make them use a second wind instead. Or maybe you will use healing strike letting you hit as well as heal in the same action, however if you miss the heal doesn't take, making the action risky.
Plenty of options there, and they all allow me to attack in the same turn.
Yes, because obviously the 4E design philosophy is that players will get bored, throw their dice down, say "Man! This game sucks!" and leave the table if they aren't allowed to make an attack EVERY ROUND.
Combat is supposed to have some roots... really, really distant roots, but still roots... in "reality", right? Have the designers of 4E never watched a war movie where some dude is lying injured and the medic runs over to help them, while their comrades lay down covering fire? That's drama. That's an archetypal moment. That's excitement. Just because it's a fantasy game world and the cleric *can* heal an ally by hitting an enemy with their mace, because it's fantasy, doesn't mean it "feels" right. If they come out with 4E Modern, are they going to have special gunmen who fire Healing Bullets that, when they hit an enemy, splash their allies with Healing? ~_~ "For each Nazi that I mow down, an adjacent ally gets a Healing Surge!"
I mean, give me a break. Fine -- I've figured out my first 4E character -- a pacifist cleric who prefers not to directly attack enemies, who would rather spend their actions healing & supporting allies, and is thus IMPOSSIBLE TO CREATE according to the 4E rules. ~_~
Oh well, maybe when they come to their senses they'll make a "Healer" or "Priest" core class in one of the later PHBs.