Crazy Jerome
First Post
See, the thing is, you can very, very easily shift 4e's healing system to match other editions. I've lost the link to @Crazy Jerome 's post where he makes a fantastic system for doing it, but, it's really not that difficult to adapt without forcing DM's to make any changes to their game world.
You can adapt 4E to 3E easily. It's actually a bit harder to do it for AD&D or BECMI, though I could probably match those if I put my mind to it. It's been so long since I've played either, I'd miss something though. Anyway, there are several ways to do this to have 4E healing emulate 3E, but the common denominator is that tie the number of surges not to the character but the outside resource--the CLW spell, a wand, a potion, etc. Then simply regulate those resources similar to how you would in 3E. (Naturally, the numbers are a bit different, since using a surge will do more than a typical 3E CLW wand charge.)
Depending upon how pure you want this solution, you can then decide whether or not to keep second wind, maybe change warlord "healing" to some temp hit point mechanic to compensate, etc. The pure solution would be to simply throw the warlord out and/or replace all of his healing options with something else, and have no healing but from rest, clerical-type magic, and items that do the same--e.g. healing potions. For a moderately pure version that keeps some of the nice fixes from 4E, do that, but keep second wind, and do not allow magic items in a lower tier to affect characters of a higher tier--i.e. no heroic potion will do much for a paragon tier character.
But as I said at the first, as long as you sever the tie between character and surge, then repace it with surges from resources, you are most of the way to some form of 3E healing.