Yet another houserule for overnight healing

Yes, a Healer's kit is needed.
But keep in mind, you don't have to be a healer, cleric or herbalist to BUY a Healer's kit.
It's a money sink to keep things going and even. You have to pay the hefty price of 25gp to heal 10x.

Something to keep in mind, is that D&D Next is much more lethal than 4e.
Our first encounter, with the playtest, after playing 4e, cost us all of our healing plus Hit Dice short rest healing.
We then, because it was a playtest, ran the same encounter, this time knowing it's more difficult and dangerous. The wizard was protected, the defender defended more, people moved in and out of combat better.
By the end, we had used 1 CLW and 1 Healing Word, and that was it.
Much better.

So when trying to change healing, remember that 5e is much more dangerous and that should be taken into account.
 
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Love the Hit Die/ Short Rest Mechanic. Good simulation of binding small wounds, catching your breath, and focusing your fighting spirit.

Hate the Long Rest '8 hour nap and you're good as new' mechanic. It is a feel thing. It doesn't feel right to be at death's door one minute and 8 hours later be hearty and healthy without magic.
Recover Hit Dice- sure
Recover spells and per day powers- absolutely
Maybe recover total hit points if you are above bloodied, recover half hit points if you are at >1hp to bloodied, 1 HD+Con bonus if reduced below 0.

In the end, full recovery is one of the simplest ways to handle it, but not the most elegant.
 

I'm leaning towards "recover half your hit points" for a long rest.
That way, if you stay above "bloodied", for lack of a better term, you are at full the next day. You were just winded or demoralized during your encounters.
But if you really took a beating, and were down to 3 or 4 HP when you went to bed, you would wake up, still feeling it the next day.
Resting 2 nights would get you to full, and also gives a GM time to spring a Random encounter if it's needed for pacing and such.
 
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