Neonchameleon
Legend
My point basically in my other thread about too much healing in 5E was if 90+% of encounters already have the party fully healed (or close to it), why not just remove healing between encounters and max out hp for each encounter. It is only when you have a series of encounters with no chance to rest that hp attrition comes back into D&D. IME that happens sometimes but not often.
One of the encounters I remember most vividly was on paper very easy. But we were so badly down on healing surges that I had to tank using my Invoker (the 4e take on the Cloistered Cleric - a divine caster only slightly less squishy than a wizard) because our fighter started on under half hp and no surges. It's not something I'd recommend as a regular thing - but it's something the system is richer for having occasionally for variety.