hong said:
Well, of course. Participation in combat is facilitated by being 100 percent functional, and the objective of combat is to render the other guy dead.
Participation in combat should also be a risk. One of those risks should be wounds.
Mystically healing after each combat (without magic being involved) or after a short night of resting is lame in two ways:
1) It's not realistic. Granted, we are talking a game, but dropping verisimilitude here drops suspension of disbelief for some players.
2) It means that earlier combats have limited effect (outside of the use of daily abilities) over later combats.
But, I think for each person, it comes down to where one wants to draw the line.
1E was fairly deadly. Roll the dice to determine stats (no point buy), Cure Light Wounds did D8 as a first level spell, Cure Serious Wounds did 2D8+1 as a fourth level spell.
2E was similar.
3E added many new rules to make the game less deadly: Point Buy, Spontaneous Healing, new cure spells, cure spells that did Spell Level * D8 + class level, wands of curing, Empowered Cure spells, etc.
4E is continuing to head in the "let's spoon feed the players by having everyone healed up all of the way before most combats".
The challenge is lessened. Some people like that. I find it dropping the standards of the game to the least common denominator. Several of my players expressed a bit of shock when they found out about it and one mentioned that he thought it was "way too generous".
It all depends on what a given person or group likes. Jeff does not appear to like it. Neither do I.
Some others do.
It's a matter of personal taste. I prefer games that are challenging and risk involved in multiple different facets. Games where reset buttons are pressed between each combat or from one day to the next are way too effortless and easygoing for me. It takes away one of the fun challenges of combat.