That the whole difference of opinion that you and I have. Slower healing, among other things, means that you have resource management occurring over time periods longer than a single day.Meh, fiddly. Why bother? What is added to the game this way? How is slower healing making the game more interesting?
Which is to say, sometimes retreating from the dungeon is a better option than just hiding in a defensible room for one night.
The simplest answer I can give to that is "What is so great about Magic Missile?"What is so great about Cure Light Wounds? Is it really so interesting that we need to keep it in the game?
I'm all for ensuring that clerics/magical healers aren't required in a party, but I don't think want to see things go to the opposite extreme either.
If everyone heals to full after a combat, I don't really see the point of having a cleric at all.
Yuck. That is not the game I want to play. Resource management has always been a big part of DnD for me. It appears you don't want resource management at all.Like I said earlier, either here or the other healing thread, I'd go with full healing after a short rest, but, that's just a preference thing.
I can honestly say that if 5E implemented 'full healing at a short rest' I'd house rule that back to 3E mechanics before even beginning a game.
The fiddly design you commented on earlier was my attempt at a compromise.