ARRRGGGHHGHG. I've already gone through this TWICE in this thread. NO IT WASN'T. THERE WAS LITTLE DIFFERENCE BETWEEN 3E and 4E HEALING RATES.
Look at the rules. With a simple heal check, you healed 4xlevel/day in 3.5, 3xlevel/day in 3e. Either way, it was rarely more than a couple of days to heal virtually any wound. And one day would likely catch most wounds. Given the extreme ease with which magical healing was dealt out as well, healing in 3e was pretty much an overnight thing. Two days at most.
Honest. Really. There is not that much difference between one day and two days. I have no problems with people wanting slower healing rates, that's groovy. But, for goodness sakes, can we stop with the whole 4e bashing wagon? "I don't like D&D healing" is far, far closer to the truth of what you want. It has ZERO to do with 4e.
Let's look at that rule as well shall we?
Long-Term Care: Providing long-term care means treating a
wounded person for a day or more. If your Heal check is successful,
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the patient recovers hit points or ability score points (lost to ability
damage) at twice the normal rate: 2 hit points per level for a full 8
hours of rest in a day, or 4 hit points per level for each full day of
complete rest; 2 ability score points for a full 8 hours of rest in a day,
or 4 ability score points for each full day of complete rest. You can
tend as many as six patients at a time. You need a few items and
supplies (bandages, salves, and so on) that are easy to come by in
settled lands.
Giving long-term care counts as light activity for the healer. You
cannot give long-term care to yourself.
Okay that is someone tending to you with bandages and salves while you are basically bed ridden all day. Also, it requires someone else to do it which means you can't work on yourself.
You could be a lone adventurer in 4th edition and go from dying to full without any aid from a person and bandages and such in no time.
If you want to quote this crap, how about you actually quote the full monty and delve into it a little deeper.