The default rules support healer-less play just fine.Assuming the following is correct
I like:
1) how a character can self-heal by spending his own action.
Specifically I like how this loosens up the dependency on a dedicated healer (assuming the rule is optional, and geared towards groups where nobody particularly cares to play the healer).
Rather than forcing some other character to enter the healing role and use up actions, you take the consequences (of going low on hp) and sacrifice your own action.
2) how half of your Hit Dice makes for a nice Cure spell - nothing too powerful, but not insignificant either.
3) how there is no mention (in the quote, at least) of tying Hit Dice to all healing like in 4E. Specifically I like that this healing is completely in addition to all other sources of healing. Unlike in 4E, when you quaff a Potion of Healing, that does not expend any of your personal resources (your HD). Reason: in 4E, everybody had to contribute to the all-important party quality of "soaking damage". Even if you played a sharpshooting ranger, the economics of hit dice compelled you to place yourself in harm's way, so your HD came into play too. You couldn't just have the tank soak all the damage, which always felt completely alien to me.
4) how you regain your HD after a long rest. A natural recovery rate, I think. (Remember, I am looking at this from the perspective of enabling healer-role-less play as an optional rule)
What I don't particularly care for:
1) the notion that you have only one surge per short rest. I don't see what breaks by you spending all your Hit Dice during the same fight. I don't want a return to the arbitrary 4E feeling where you needed to drag out play over a short rest just to unlock your full potential. I will simply erase that restriction.
In short, characters can
a) spend an action on a surge of healing or whatever you want to call it, spending up to half their maximum number of Hit Dice to heal.
b) this they can do as often they like (as long as their HD lasts!)
c) each long rest, HD reset.
By the way, I will combine this with
I want the focus to be on hit points. I didn't care for the 4E idea that the true measure of your wounds and tiredness was your HD.
So at the end of a day, if a character has only a few HD remaining, and spending those isn't enough to bring him or her up to max hp, then the party will have to decide between expending party resources (potions, visits to the local shrine etc) and personal (tomorrow's Hit Dice).
But is this enough? Compared to a life cleric, it's not much. But at least it is much better than the unaltered rules (for the intended type of campaign).
Zapp.
PS. Any replies regarding how any of this diminishes the role of healer, or how player pressure constitues bullying is strongly discouraged. I do not intend to discuss any of that - if you can't accept the topic: a wish for optional rules enabling healer-less play; do not reply.
I prefer a grittier (but slower encounter per in game day) style, so I do not use the default rules. My PC's recover no hit points during a long rest unless they are at a plot designated safe point (an Inn for example). Each long rest they recover con mod HD (minimum 1). It's working fine so far, if it scales poorly I will re-visit. Two members of the party are capable of healing (ranger, bard) but neither functions as a dedicated healer. In combat healing, or indeed even stabilization, appears to be considered, at best, a last resort option.
P.S. If you do not wish to discuss something, then do not make it the basis of your argument.