scruffygrognard
Adventurer
I like the idea the Hit Dice pools as a being form of "resource management" that extends the adventuring day and makes the party less reliant on having a dedicated healer. Long rests would replenish the Hit Dice pool completely (rather than only 1/2 of the expended Hit Dice).It’s a microscopic move. First of all, it’s more forgiving in many ways than core resting… which definitely doesn’t strike me as old school/Greyhawk… but that’s subjective.
The “extra hour of rest” stipulation makes me wonder what about your game will make that relevant; for ex, most wandering monsters that you end up fighting in middle of the night are going to be dealt with within a minute, NOT an hour. And if that means they need an extra hour of rest…does that mean you make another encounter check during that hour? So the pattern can repeat as naseum?
I'm sure the end result is similar but this feels slightly more logical to me. I will be reducing the exhaustion levels restored to 1/long rest.
As for the extra hour of rest needed for an hour of interrupted rest, I did that to offset the RAW penalty (where characters would have to start their rest from scratch). I realize that it's not going to be a common problem but wanted to spell that out, in those rare instances where rest is interrupted for an extended period.