We're halfway to finishing Out of the Abyss with a no magic healing party.
Who said anything about "magic" being rare? What I stated was the magical healing cast by mortals do not. Clerics in my games do not exist and any class that normally has healing spells now do not. There are two types of magic in my homebrew: arcane and nature. The reason I decided to give half HP back after a five minute rest is to simulate that not all damage is pure physical such as from a wound. A long rest in my game is about a week and this will restore HP to full, but the longer you rest outside of someplace safe, the more chances your rest will be interrupted. There are not always towns and villages nearby so just saying we go to the nearest town doesn't mean you automatically end up there.Good luck. But if magic is rare you remove the majority of 5E classes from being viable. In theory they are all hedge classes, that appear once in a blue moon. For example, a couple magic classes per town. Otherwise, why is healing rare in comparison to any magic. At that point, I guess you would restrict divine classes.
Are Druids' and Rangers' spells 'nature magic?' I take it healing potions are? So what's the rationale for Druids & Rangers not having the heals? Or are they divine/non-existent?Who said anything about "magic" being rare? What I stated was the magical healing cast by mortals do not. Clerics in my games do not exist and any class that normally has healing spells now do not. There are two types of magic in my homebrew: arcane and nature.
I have done a campaign where magical healing is rare, but I did it from the opposite way round. I made it rare in setting but didn't change players access to it.
Magic was very rare in setting and the player characters have an astonishingly high level of it, even at level 1 simply by virtue of having two daily spell slots.
Even Magical healing the players had was likewise unreliable on ordinary people (those without class levels), it might partially heal them, but they remain crippled, comatose and with long term injuries that I can't be bothered inflicting upon PCs.
Players and some NPCS are exceptional (the "Unfettered") by dint of being outright superhuman resilient and magical healing reliably working on them regardless of injury.
As for your idea.
I think it would work, proving your players are all happier with a different feel and pace to the game than standard D&D. It will make every encounter more costly.
I am trying to work out the cost to Bards, Druids, Paladins and Rangers for not having access to healing magic, but I think they'll be fine. More spell slots for blasting things instead.
Specifically are you keeping Paladins and "Lay on Hands"?