I have been running a campaign for a while now, close to 2 years, and I have a bit of a problem with the healing systems. I plan on using variant rules for the upcoming campaign. (I think it would be annoying to implement those rules now, more than halfway through the campaign.)
My problem is that I think the healing is way too much, especially since you expend no resources. So I plan on using Slowed Natural Healing for long rests from the DMG, page 267.
Characters don't regain hit points at the end of a long rest. Instead, a character can spend Hit Dice to heal at the end of a long rest, just as with a short rest.
And maybe giving a benefit for using healing kits.
It's what to do for the short rests, that I'm having trouble figuring out. There is Healer's Kit Dependency, from page 266 of the DMG.
A character can't spend any Hit Dice after finishing a short rest until someone expends one use of a healer's kit to bandage and treat the character's wounds.
But I think it is a bit too harsh. So my idea is adding
Otherwise, the character regains hit points equal their level, or 10, whichever is lower.
I'm not really sure of the part I added. Because I think they should heal a bit on short rests, but I don't know if it is too much, or too little.
I like the rule because it would really encourage people getting Healer's Kits, which I think is important. Because most people aren't Wolverine, whose wounds heal at an extremely rapid rate, without any treatment. Which is what I feel like healing in 5e is. Example, you get repeatedly stabbed in the chest by a dagger, bringing you down to 1 HP, you fight the assassin off. Then you sit down for an hour, or go to sleep, and then you are completely fine. The wound does not matter, it does not impede you at all. Some players RP accordingly, but most of the time, there is no mechanical disadvantage to being heavily wounded, and currently healing. Which seems like complete BS to me. If you don't care about your D&D game being "realistic", that's completely fine, but I want to at least make it believable. That may sound weird, I mean, there is magic and dragons. But that's just how I like to DM. Besides, I also feel like it's a good challenge.
I would also change the bard's Song Of Rest, to add to when a player heals on a short rest, even if they don't roll roll hit dice. I would also allow using Herbalism to create healing salves, that help on both short and long rests.
I think that may help lessen the blow of having to use Healer's Kits, in order to use Hit Dice on short rests.
Is this a good way of doing it? Is it balanced?