I kinda like the idea of what has been put forward as what it is. I dont like when everything "stalls" because players cant get enough healing, or even worse when the cleric is made to give up all coolness to compensate for the loss. What they have put forward gets around these hurdles.
However, I do empathize with the other camp on this issue as well. Some degree of consequence is part of campaign.
What I would like to see is this sort of "quick recovery" results in semi-permanent damage. That when you use a quick heal of ANY kind (short rest hit dice, extended rest heals, cleric cures, healing pots) that a certain proportion is in the form of permanent hit point damage, so there is a depleting roof you can heal to. Then, the "permanent" damage is what takes the protracted rest to recover from.
On the one hand it gives the HP required to keep the adventure moving forward without taxing the poor old cleric, but also dictates that there are limits which will need to be addressed at some stage.
However, I do empathize with the other camp on this issue as well. Some degree of consequence is part of campaign.
What I would like to see is this sort of "quick recovery" results in semi-permanent damage. That when you use a quick heal of ANY kind (short rest hit dice, extended rest heals, cleric cures, healing pots) that a certain proportion is in the form of permanent hit point damage, so there is a depleting roof you can heal to. Then, the "permanent" damage is what takes the protracted rest to recover from.
On the one hand it gives the HP required to keep the adventure moving forward without taxing the poor old cleric, but also dictates that there are limits which will need to be addressed at some stage.