I think this is the type of thing that is easy enough to grok in play with a game or two under the belt. It certainly highlights a return to strict resource management which might not be everyone's cup of tea. I don't mind this.
Yeah, I've got nothing against it for those who want it.
So it would seem. I suppose additional modules could use a short rest as a trigger for more complicated/useful things.
Now this would actually be pretty cool. i'd be totally for an optional more complicated module that simulated various features of different rests and their effects throughout the day that added a very interesting layer of resource management to the game. As long as it's
optional.
The main knock I would have on the default rule as is: why have 2 types of short rest (plus a 3rd type of extended rest) if at level 1, one of the types of short rests is completely useless (or just about, giving only 1 hitpoint). It's adding complexity to the game and getting nothing in return. I'm thinking in terms of keeping the 'basic' d&d fast, simple, and easy for new players to pick up. It's just the kind of rule that new players would give you a big "Huh?" on:
new player: "I'm kinda hurt let's take a rest, I get back some of my hitpoints, right?"
dm: "well, what kind of rest are you taking, a 10-minute short rest, 1-hour short rest, or an 8-hour extended rest. you have 2 of the short rests per day, but only 1 of the 1-hour, that's the one that gives you back half your hp."
new player: "well what does the other short rest do?"
dm: "a 10-minute short rest will give you back your level in hitpoints"
new player: "so that's 1 hitpoint? or am i missing something?"
dm: "yeah, 1 hitpoint."
new player: "ummm... so why would i ever do that one? i want the 1-hour rest, how many of those do i get again? can i trade in 2 of my 10-minute rests for a 1-hour rest or something? what's the point of the 10-minute short rest if we never use it?"
better to have a nice, easy, simple rule for the basic game that
actually adds something to the game