kodyboy said:I think the con modifier continues to add HPs past first level
Yeah I think this is most likely the case. The natural 20 and the healing surge are the same thing. Healing surge gives you 1/4 hp, and the natural 20 on your save vs. dying activates a healing surge. They only phrased it as 1/4 hp in the how to do it in 3.5 section because there are no healing surges in 3.5. But in 4e it would follow all the usual rules and modifiers for healing surges, whatever those might be.FitzTheRuke said:Okay, I'll concede the possibility of a per-day limit.
They seem to love 1/4 HP figures; perhaps then, it's the number of times you can be returned to 1/4 HP (as in the nat 20 recovery from death). And is unlocked by heal checks, cleric powers, etc, etc...
Fitz
Voss said:My theory is times per day. Nothing else makes much sense.
Healing amount is too low to matter.
Per level is just crazy bad design, unless levels *have* to be gained according to a set schedule of encounters.
The amount is either based on Con, or, more likely, a percentage or fraction of hit points. (1/4 or 1/3, most likely).
WotC said:5. Healing gets an overhaul.
Hit points still measure your ability to stay in the fight, but
healing’s no longer just the burden of one character
anymore. Each character has a certain number of healing
surges. Once during each encounter, you can take a
standard action called a second wind; this gives you a certain
amount of hit points back equal to your healing surge value
and gives you a +2 bonus to all your defenses until the start
of your next turn. You then tick off one of your healing
surges for the day. Some powers (like some cleric prayers)
will also heal you your healing surge value, and you’ll tick off
your healing surges for them as well. When you run out of
healing surges, you’ll want to take an extended rest.
If you’re outside of combat, you can take a short rest and
tick off the healing surges you need to heal up damage.
TIP: If you’ve been knocked down a few hit points and
can’t decide what to do when it’s your turn, taking a second
wind action is a good idea.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.