DeviousQuail
Hero
I don't know what to call it but I'll go with heightened recovery vs standard recovery. The players and the game world operate under the assumption of standard recovery, which is akin to the slow resting variant rules. Each day acts as a short rest and a week is a long rest. I'm not married to that ratio, just using it as an example.
Players can then choose to use heightened recovery. That lets them recover hit points, spell slots, features, etc using the normal 5e rules. However, when they do this they take on some kind of penalty. Whatever the penalty is, it doesn't go into effect right away. It sits in the background and adds up for every day the players use heightened recovery. Once they stop using heightened recovery the penalties go into effect. At this point they are under those effects until they get enough rest using the standard recovery.
I like this idea as a way to balance normal life with days that are hectic. I also didn't want to immediately penalize players for the choice. Let them feel like heroes for a day or three and then let the weight of their choice hit them when it's over.
Players can then choose to use heightened recovery. That lets them recover hit points, spell slots, features, etc using the normal 5e rules. However, when they do this they take on some kind of penalty. Whatever the penalty is, it doesn't go into effect right away. It sits in the background and adds up for every day the players use heightened recovery. Once they stop using heightened recovery the penalties go into effect. At this point they are under those effects until they get enough rest using the standard recovery.
I like this idea as a way to balance normal life with days that are hectic. I also didn't want to immediately penalize players for the choice. Let them feel like heroes for a day or three and then let the weight of their choice hit them when it's over.