Tony Vargas
Legend
Then there's all the Leaders other than the Warlord, triggering those surges magically, the fact Second Wind is usually an inferior option to letting a healer work some magic on you, the 'efficiency' of using leader powers that add extra hps to what your surge heals, and magical sources of regeneration.First, 4e players are not monolithic. I can't account for any number of random people on other boards or even on here (which is the only community I actively take part in these days). Second, I can fairly comfortably say that all the major, outspoken 4e advocates on these boards wouldn't disagree with the contention "the majority of healing that takes place in 4e is inspirational/martial/nonmagical." Spending Healing Surges at Short Rests is nonmagical. Second Wind (which everyone has) is nonmagical.
So it really depends on context or the sense it's meant. A party with a Pacifist Cleric in the 'Leader' Role could get back most of their hps ever day from magic - from non-surge healing, magically-triggered surges, and magical bonuses to those surges could easily get the vast majority of their healing 'from magic.'
In the sense that most powers that restore hps are magical 'healing' like Healing Word there's only the one non-magical 'leader.'
So, depending on the party, style of play, pacing and other factors you could have a party that uses nothing but non-magical healing (an all-martial party with no potions), or one that only gets non-magical healing when they rest overnight, and that incidentally if someone sacks out with a few hps of damage they didn't bother to get healed before.
Really, that was one of the cool things about 4e: that the game's traditional need for 'healing' didn't dictate a 'cleric' or Wand of Cure Light wounds or other magical box o' band-aids, nor make removing one source or another problematic.
Any martial exploit is, certainly, and there's a lot of 'em, but there's a lot of Divine, Primal, and even Arcane powers that trigger surges or provide non-surge healing, too.Beyond those, there are an enormous number of Feats, Theme Features/Powers, riders from nonmagical Attack Powers, Utility Powers, Skill Powers...on and on...that trigger the access of your Healing Surges in combat which are nonnegotiably nonmagical.
HD represent a lot less healing relative to total hps than surges did, but the assumption of long many-brief-encounter days and hp attrition (that is, you might end the day with few hps left and no healing available) could make overnight healing a very significant source of 'healing,' in which case sure, in a typical iconic party with only one healer, seems very likely. OTOH, 'common' healing potions and a party with lots of casters with cure wounds prepped, maybe not. Still depends on style, I guess.I suspect the same can be said for 5e now given the devs excised the primary impact of the Healing Surge system (including its supporting infrastructure) on play (which is the embedded combat narrative of "The Rally"), while cribbing the secondary impact of the Healing Surge system in Hit Dice (out of combat healing which extends the Adventuring Day and relieves the pressures toward the 15 minute work day).
And, while they're different genres & sub-genres, they're all 'Heroic' sub-genres, so the overlap is only to be expected.Tolkein's works are a mash-up of two subgenres of fantasy fiction; Romantic Fantasy and Heroic Fantasy.
Rocky and Die Hard, while not aspiring to precisely the same message as The Hobbit and LotR, are both "Tolkeinesque" in that they have a great deal of trope and theme overlap