I am currently running a campaign where I started making some change imported from Star Wars Saga and what I think will be in 4th edition.
I will not write about all of the change I did, but one of them was about the healing powers :
if they use the version that now works at will or per encounter, they cannont heal more than half their max hit points (the equivalent of a bloodied state).
If they want to heal more than that they must use their power points (per day ressource)
So with this rule, if they have time to rest a few minutes after a battle, they are sure to go back to at least 50% their hit points.
More than that, and they have to sacrifice a few precious power points (with my variant system, they only get half the normal total, in exchange of being able to use some weaker version of some powers free of charge at will or per encounter)
This has 2 major advantages :
- they always start a fight at least with 1/2 HP, so they are less tempted to do the 15 minutes workday, while still trying not to get hurt too much (if they could heal fully without expending something, they would propably be tempted to go nova more)
- with weak version of some powers useable at will or per encounter without expending power points, even easy fights become more fun for the player, as they can still do some damage without worrying of 'wasting' ressources.
The 14th level wilder being able to use a free 4d10 mind thrust (or 8d10 with a wild surge) once or twice per encounter (I use a recharge system inspired by Tome of Battle, the wilder using something not unlike the crusader random recharge) for 0 psi points (unless he try a wild surge and overload) is not broken for his level, but it's still better than using a crossbow.