That's what (by a naive approximation) I thought. A guy was bellyaching about another foray, and I figured he had effectively 100+ (or something like that) HP left. Old-school, I'm glad to have 7.It's more the lack of healing surges that seems to put a hard cap on effectiveness.
But what really matters is access to surges. When you've used your second wind, don't have a potion, and the clerics are down ... it can get pretty dicey!
For a single encounter, anyway.
In 4E, the diamond-bitted chainsaw or high explosive round that doesn't kill me can't hurt me for longer than an extended rest.
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