Boarstorm said:That's kind-of the point, I think.
Before level 5, it's more advantageous to use the potion. After level 5 or whatever, you start using healing potion Mk II, instead of the original. Keeps the cost/benefit ratio about right.
Not to say that you can't keep some of the older ones for an emergency -- 10 hps still gets you on your feet if you've been knocked below 0 hp.
Yes but can you really see a level 7 character dropping 1000gp for a single healing potion that heals 25hp, gives an extra save, but still costs a healing surge? Especially when a single surge at that level is going to probably be more then the 25hp you get from the potion.
Surges are the main form of healing in 4E, so every one counts when you are in between extended rests.