Before getting into what could be done instead...I want to make sure I have everything correct in my brain. [I don't have the play test and have been piecing bits together based on all of the threads coming out about it.]
So, let me know if I have this right or not...
1) With a short rest, you can use one of your mundane healing kits to use existing HD to heal yourself (+Con mod).
Question 1: Is a "short rest" 5 minutes or 10? OR open ended/just shorter than a "Long Rest"? That will play into the narrative/believability of it for many people. "I got back 40 HP in 5 minutes. Let's go!" isn't going to fly for too many.
Comment: I think this makes sense, in a story and game/HP abstraction way. You take a breather. You apply a salve or poltice (possibly anasthetic), bandage up some cuts and scrapes, possibly even get a few stitches if necessary. From a "HP are physical damage" and "HP are abstract qualities" perspective, I think it works. Patch up a few scrapes and get a...well...a short rest, to bolster/mitigate your "resolve, fatigue, ephermal skills or luck"...get your "head" back in the game, as it were.
I MIGHT suggest the restriction (if it doesn't already exist) that a short rest allows you to use ONE [application of a] healing kit and thus regain ONE HD +Con...or saying you can use 1 per 10 minutes of the "Short Rest." (so a short rest might be a "half hour" so the party can expend/apply 3 HD?) But allowing it to be more than 1 does not break anything for me...from what I'm reading...unless a short rest is 5 minutes.
2) Is it with a "long rest", which equals a "full night's [8 hours min] sleep" (?), you regain all of your allowed HD and can use them/as many as you want...without a healing kit use...(+Con mod) in the morning? Or with a long rest, you just wake up with full HP AND your allotment of daily HD (to use later in the day)?
The former is better than the latter...imho...but it still flies in the face of any level of narrative that a bunch of serious wounds (or great exhaustion/serious depletion of personal reserves, if you're going from the abstract pov) are just gone!
Perhaps, after a long rest, you regain all of your HP but still need to use the healing kit to use them at the beginning of the day (reapply salves, change bandages, drink an infusion of Red Bull, etc)? Would that sit better, for folks? You can still bolster yourself with a buncha HD in the morning and very possibly be at full HP again, but it's not a guarantee...but you could be close?...conceivably with a short rest later in the day, you might get back up to full on your own/without needing magical healing.
Resource management is still in play 1) in "in game" time expended to rest and 2) in using up.number of healing kits you possess.
Naturally, and I don't believe anyone has an issue with this, magical healing works whenever and heals up however many HP it does (but does not renew HD, right?). But there's another element of resource (healing spells or potions) that are being taken into account.
So, seems to me, between short rests (with mundane healing) and long rests and only an "emergency" kind of sprinkling of healing magic, you shouldn't really want for HP all that often...but could, conceivably, not be starting every day "automatically at full."
I think that last bit is what really is sticking in many people's craw. That it's "automatic" without concern for story or any level of "realism"...no matter how you want to interpret the amount of physical v. abstract HP in your games.
I'm probably rambling...but do i have this right (existing rules-wise) and/or any of this sound reasonable? Just having my first cuppa joe.
--SD