But I suppose if that's what you're after, knock yourself out. I am not really interested in this kind of play - for me, every single encounter should be meaningful/challenging in and on itself. I don't mind long-term consequences, but the fight has to work on its own, too. I am not the delayed gratification type when it comes to RPGs.
I remember when we were discussing "challenging fights" after the announcement of 4e. I kept insisting that "meaningful/challenging" would quickly come to mean "has a real chance to kill you" in the 4e paradigm. Others kept claiming otherwise. I guess those pigeons have to come to roost.
What is meaningful/challenging is based upon the "win conditions" of the game. If, in 4e (or any e), every fight had a real chance to give you a long-term -2 to hit, whether you won or not, then even a fight that couldn't kill you could be challenging. Assuming, of course, that the chance was based on something that the characters could influence.
Have you seen the Grace and Health hp rules from Book of Experimental Might? It seems to be a more elegant mechanic that achieves basically the same result as yours.
Is that OGC? If not, I can't use it.
My mechanic is based on the following ideas:
(1) It is desireable to partially decouple encounter hit points from total hit points.
(2) It is desireable to have a system that doesn't encounter Schrödinger's Wounding; at the time a hit is taken, it should be possible to determine what is "real" damage and what can be "shaken off".
(3) Characters shouldn't always find it possible/desireable to "shake it off". Under time constraints, for example, or in an area of hostile patrols, the PCs might well have to soldier on. The mechanic should show how this compounds the physical problems the PCs face. In this case, because they can only shake off so much damage, the more fights they get into before they rest, the more they deteriorate.
Ex. Level 2 fighter can shake off 10 hp damage. Let's be generous and give him 28 hp.
With rest:
Fight One: Takes 3 hp Total Damage: 0
Fight Two: Takes 8 hp Total Damage: 0
Fight Three: Takes 6 hp Total Damage: 0
Fight Four: Takes 12 hp Total Damage: 2
Without rest:
Fight One: Takes 3 hp Total Damage: 3
Fight Two: Takes 8 hp Total Damage: 11
Fight Three: Takes 6 hp Total Damage: 17
Fight Four: Takes 12 hp Total Damage: 39
Sporadic rest:
Fight One: Takes 3 hp Total Damage: 3
Fight Two: Takes 8 hp Total Damage: 11
Shakes it Off: Total Damage: 1
Fight Three: Takes 6 hp Total Damage: 7
Fight Four: Takes 12 hp Total Damage: 19
Shakes it Off: Total Damage: 9
What else are you doing to flatten the power curve?
As I get close to publication/distribution (for free, all or nearly all OGC, should be easy to convert other materials to), I'll post more on that!
RC