It was not just the healing surges, it was the more or less same power put into daily ressources (not exactly since wizards still had more, but almost equally).I see the adventure day topic has once again reared it’s head.
The 4E take was balancing resources across the board. The adventure day was checked by healing surges (ugh that name). It works fine as a game but I found the experience unsatisfactory.
This allows to also NOT have a full adventure day and still be fine which for me is the bigger advantage not just the healing surges.
I’m guessing I’m not alone as 5E again went with asymmetrical resource by class. Though they kept the idea of an encounter power. The imbalances lead to weird things like the 6-8 encounters a day expectation.
PF2 decided to go encounter path but thinly veiled itself as an adventure day system. I’m guessing that’s due to legacy as Paizo was afraid of chasing the PF1 fans away.
Honestly at this point I think you need to either design for adventure day or go full encounter. Going between doesn’t seem to satisfy anybody. Though maybe enough to keep 5E everyone’s second favorite edition.
In the end there are just 3 options I can see:
- Have the same power in daily ressources, allowing for flexible adventure day length while still be balanced like D&D 4E did.
- This can of course also mean no daily ressources only per encounter.
- Have a fixed amount of encounters per day, and allow a lot of different ressource methods like 13th age did.
- This may feel a bit artificial, but in the end you can make the "arcs" work well in 13th age just need a bit of buy in and have the "long rests" not be just a night but need a special occasion.
- Just be unbalanced and hope the target audience does not remark it, like 5E does.
- In the end many people even did not remark that original 5E before the 5.24 fix had completly broken encounter building








