I hope so. It's a mechanic I like which I think is underused. I agree it sort of has an "exhaustion" feel to it. I wouldn't mind a subclass of sorcerer that could upcast their spells with hit dice usage, or access more spell slots with hit dice, for example. Maybe a barbarian which could access more rages with hit dice or a monk that could access more Ki with hit dice. It's an interesting trade off - more power in a brief spurt in exchange for more risk of being unable to heal from damage later. Particularly if healing spells and powers start getting linked to hit dice more often.Hit Dice have been mainly used as a resource for healing during short rests, and in the playtest can be used outside of short rests with the Durable Feat. I think the rest place they tried to have Hit Dice power something else was in the Dragonlance UA playtest, but I don't think those uses stuck.
But could we see more uses brought forward with Hit Dice as a resource to power things? It would fit into the "expend some of your life force to do something".
The hit dice are the reason for the 6-8 encounter day, the reason it exists is because the game is balanced around HP resources, where after about 2-4 medium or hard encounters, you can regain all your HP from Hit Dice, and keep going.I'd prefer to see them gone from the game entirely as they kind of seem like an inelegant solution to the self-created problem of trying to balance adventuring around 6-8 encounters per day. But if they are going to stick around, yeah, there's a lot more you could do with them.
I tend to rate game mechanics by how intuitive they are to new players. For instance, most kids get armour class and hit points right away. To hit rolls vs. damage dice causes a bit of confusion, but not for long. Spell slots vs. cantrips similarly takes some explaining but they mostly pick up the idea before long. Action vs. bonus action vs. reaction takes a long time to sink in. And hit dice are really hard to explain and for beginners to remember, because they don't really make sense. Mostly I just tell them that it's a thing they can do during a short rest and not to worry about the logic. Hit dice are a weird, clunky resource and I think WotC know it.
Ya, any new set of hit dice expenditure options would need to mostly avoid replacing their HP recovery functionality, and definitely shouldn't obsolete it. I think the best alternate way to expend hit dice would be the recovery or enhancement of class features that are defensive in nature, with a bespoke hit die cost specified by the ability, i.e. a fighter below half HP could roll X hit dice when using second wind or a monk with no Ki left could expend a hit die to use patient defense.I am not a big fan. My biggest issue with it, is that making hit dice a pool of dice you can spend for more power, makes have a dedicated healer character necessary. One of the best things about 5E is a party not having to worry about who has to play the cleric. [...]
Agreed on both points. I would want to mostly avoid having hit dice deal be used to power features that deal damage, raise DC, improve attack rolls, etc.Hit Dice were pretty clearly intended to do more than they did in 5E, but at this point, I suspect we're stuck with them being a weird little vestigial subsystem. I'm not sure you should be able to spend them to get more offensive punch though. [...]
I like the elegance of that idea. Though, depending on the group, it could lead to other players expecting PCs with leveled healing spells to share their hit dice, which might not be fun.[...] Personally I'd really like to see most levelled healing spells give you an opportunity to spend 1 or more HD in addition to the healing they do, at a minimum. [...]
This is the biggest problem, for sure. Hit dice are kludgey. And I'm not sure if my idea above would address their counterintuitiveness, or just make them more kludgey. But I think the rest rules would definitely need to change to fix their kludginess.I'd prefer to see them gone from the game entirely as they kind of seem like an inelegant solution to the self-created problem of trying to balance adventuring around 6-8 encounters per day. But if they are going to stick around, yeah, there's a lot more you could do with them.
I tend to rate game mechanics by how intuitive they are to new players. For instance, most kids get armour class and hit points right away. To hit rolls vs. damage dice causes a bit of confusion, but not for long. Spell slots vs. cantrips similarly takes some explaining but they mostly pick up the idea before long. Action vs. bonus action vs. reaction takes a long time to sink in. And hit dice are really hard to explain and for beginners to remember, because they don't really make sense. Mostly I just tell them that it's a thing they can do during a short rest and not to worry about the logic. Hit dice are a weird, clunky resource and I think WotC know it.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.