I applaud the stated goals and like the concept of charging a little for SR and more for LR based on camp population.
Here are 2 comments/questions.
1. Why would the psychological effect of charging food for rests work under this system when it doesn’t work in the current system? Would it be down to balancing food supply or have I missed something?
2. Why are seperate “HP restorative short rests” for each PC more strategic that a party wide SR? The proposed system introduces a ressource that has exactly one use. Using such a resting charge on a PC comes down to noticing they are below an HP threshold. When you’re out of gas, you fill up the tank. No decisions required. At least the current SR system sometimes gives me pause when I realize I’m doing it to heal only half the party, wasting a lot of potential HP in the process.
Sorry, Flooter. Didn't see your post.
1. Several things at play are meant to change the psychology of resting. First, unlimited Short Rest. No more 2 per day. This is a important aspect so players feel like they can short rest as often as they want. This is the mentality that is easy to fall into presently with Long Rest. I can LR as much as I want, so why not? Second, though SR is now unlimited, several things now keep it in check. 1. Food cost. Though minimal, if you spam short rest too much, for things like resetting Lae'zel's Second Wind and Wyll's spell slots, it will add up. 8 camp supplies is minimal, but SR 8 times and it equals an LR. So, it still limits SR in some way while giving players some room to actually use SR more. Third, the increased price of LR substantially points out just how cheap SR is. By creating two prices, the brain immediately starts to compare. "Well, shoot. I can SR for 8 or LR for 60? I think I'll SR.". Free makes SR an afterthought.
2. HP SR Restore is like Hit Dice made simpler. It's at the character level so it's more strategic. You have more options. You have a party of 4 level 4 characters and 2 at camp. Each has 4 uses of Restore. Lae'zel loses all but 10 HP. MC loses 5 in total. Wyll loses 6. Gale loses 10 and uses spell slots. You do an SR for 8 camping supplies. You use 2 Recovery at once for Lae'zel, healing 14 HP. You use 1 for MC and Wyll and 2 for Gale. Next time you SR, you use 0 for Lae'zel. She uses Second Wind instead because it was reset via SR. You use 0 for MC. Don't need to. He only lost 3 HP. You use 1 for Wyll and the rest for Gale. He's out. Next SR. Switch Gale out for SH. He's done. Spend 1 on Lae'zel, 1 on MC, 1 on Wyll. Continue adventuring. Next SR. Wyll is done. Lae'zel keeps going, using 0 this time. Again, Second Wind. MC uses one and SH uses 0.
Quite the difference from you only get 2 and you're done for the whole party that day.