ferratus said:[6]Healing Surges and the loss of Vancian magic takes away resource management aspect of the game, and may make characters invincible. (Unless of course you fight in several encounters in a row. Instead of calling it the end of the 15 minute workday, they should have called it the end of the 4 easy challenges and 1 difficult challenge workday.)
[7]Using healing surges to recover from wounds may be a good way to simulate an action hero shrugging off broken ribs or deep cuts, but I want a serious wound to cripple or kill my characters.
I'll praise the discussions around 4E "Healing Surges" this way -- it's made me reflect more deeply on what I want for rates of healing in my D&D games. And what I've decided is that I want much less healing -- even 3E has too much, and I didn't realize that until now (I guess it was right on the tipping point).
In early D&D clerics had no healing whatsoever at 1st level. Thereafter, with preparation necessary, they would have maybe 1 or 2 bursts per day (and none on the 2nd, 3rd level lists), so it felt kind of special. In 3E with spontaneous healing and opening up cure wands, a cleric could very likely do nothing but heal every round of every encounter.
I actually want my PCs spending a week healing up, so it now occurs to me that 3E has too much healing for that. Even if it makes little in-game difference to say "you break for a week and heal" vs. "a day" or "6 hours", it makes a big difference in how much stuff occurs in the larger campaign world at the same time.
I now think that the converse of the so-called "15 minute day" problem is something like a "20-level week" problem, where the adventurers plunder every encounter and become superheroes in the same time it takes a prince somewhere to travel to town and have a single audience. It's been the "Healing Surges" discussion that made me realize that I want to go in entirely the opposite direction from the 3E point (back towards 1E & OD&D).