You know, between this thread and the one on
nostalgia, in which I posted that I thought it would be great if in 5e, any character in a tight situation could choose to draw on extraordinary resources, I've got Stan Bush's "The Touch" running through my mind.
You know, the song with lyrics like, "You're at your best when the going gets rough" and "And you never give in when your back's to the wall" and "It's in the blood, it's in the will, it's in the mighty hands of steel, when you're standin' your ground".
Oh, just go listen to it.
[ame=http://www.youtube.com/watch?v=AZKpByV5764]Stan Bush - The Touch - YouTube[/ame]
So really, what I would like is some kind of mechanic which allows characters in a tight situation to draw on extraordinary resources, possibly including extra hit points, temporary hit points, vigor points, morale points or luck points (whatever you choose to call them) that work exactly like hit points, etc.
That said, I'm not wedded to healing surges. Healing surges are one way to achieve this, but I'm sure that they're not the only way to do it. You can have a second wind action that works once (or more times, to taste) per day that doesn't make any reference to healing surges.
Maybe some might feel that allowing characters to regularly and reliably tap upon such extraordinary reserves of will and determination cheapens it, but I believe this is a case where life style affects play style.
You see, my gaming group is made up of busy working adults with a variety of responsibilities. We try to make time to game once every other week, but if we're unlucky we could go for a month or longer between games. Hence, I suppose we are more tolerant of mechanics that allow million to one chances to crop up nine times out of ten. I guess it doesn't get "old" or "cheap" for us because we don't play often enough for us to get jaded by it.