Even OD&D was 1-3 HP per full day of rest.
I definitely like the complete abstraction of HP. Maybe a standard award could be something like 1d3+Level+CON Bonus.
You get this bonus:
- Milestone (e.g. narrative moral victory; cleared the goblin cave; defeated a chieftain; acquired a quest item)
- Post-Battle Rest (1 Turn, safe, once per battle)
- A Safe Return (e.g. making back to home/base/safe harbor)
Rest and sleep (i.e. typical end of the day) would restore 1 HP/level, half that if interrupted (by encounter or otherwise).
A full day's rest would double that.
The problem/challenge is per the rules (page 78) critical hits heal with the associated damage. I think that damage should be healed separately if you are handling healing in this way. I think critical hits should also heal at half rate, heal only after the character is at 100% HP, and then only if the character makes a DC 10 CON check. I think that addresses the spirit of the "50% HP" suggestion - serious wounds heal slowly.
An easy way to deal with the "heal at half rate" is to double the crit damage for purposes of healing.
Permanent damage is just that: Permanent. No amount of healing can help (with the exception I presume of a Heal spell, should one exist).
What does this mean? Well, a little more bookkeeping for one. Second, magical healing is then the best way to heal crit damage, as it should be. Third, some of the crits only have color text that leave it up to the Judge to decide how they impact the game.
Examples: Crit Table III (6): Multiple broken ribs, +1d8 damage. Total damage delivered = 9. In addition, the character, 3rd level fighter (Max HP 18, CON 13) has taken 5 HP from other wounds. He is down 14 HP. After the battle he patches himself up, drinks some water, and gets ready to make it out of the dungeon. This heals him 1d3+3+1 = 6 HP. Whew, that's better. Now he has 10 HP to make it out of the dungeon, which he does, and taking his haul back to town he wanders into the tavern, orders a beer, a steak, and a room, and relaxes, although his chest hurts something fierce. This earns him another heal award of 6 more HP and he is now feeling ready for a good night's sleep. He is still down 2 HP and needs an additional 18 HP (9 point wound x2 for healing purposes) healing for his ribs, and the night heals 3 points (1 HP/Level). Since he was only down 2 he applies the remaining 1 point to his crit healing (now needing 17 more). He decides to rest a day before heading back in which gets him another 6 HP (reducing his wound to 11) for the day and following night. At this rate, he knows he will be down for a couple more days and needs to decide to spend his coin on a bed and board or find a healer to get back into the dungeon.
What do broken ribs do? Pain when you move, breathe, or cough. How long do they take to heal? 6-8 weeks and other than pain management techniques modern solutions for this aren't all that different than ancient ones. I'd penalize any physical skill check, fort or reflex save by -2 or so. To make it dramatic you could require a DC 15 CON check to avoid the penalty. Should the 6-8 weeks be incorporated into play? No. This isn't a simulation, it's much more like the old westerns where someone gets shot, holes up in a cave for a few days, and comes back to save the town. I've played gritty crit damage effects (Rolemaster, GURPS, Hero, added them to d20) and they are only interesting if they make the story interesting. In general, they suck. I have had many interesting adventures as a result of this, when they are epic, but usually they just devolve the game into a strategy session for how to get the player back in the game and that is about as far from the point as those rules could be.
Better to abstract even the damage effects/healing by understanding that these are heroes, they aren't "compound fractures/severed tendons" or whatever. These are wounds that lesser men would fall to but these heroes have what it takes, whether through kismet, chutzpah, or divine favor. They are knocked down for a few days but then get back to the game. A "few days" of rest seems reasonable to me if that is the idea. Force a temporary pause in the story, that may be interesting, without putting a full stop to the campaign.
Personally, I'd really like all Crit Effects to unambiguous in their description, application, and healing to avoid any confusion. If "Multiple Broken Ribs" is just flavor text, then maybe change it to "massive blow to chest" or some such. In a strong Narrative game as Judge I'm going to get creative in how that comes into play which may result in a debate that is not conducive to fun at the table.
Anyway, my .02. DCC RPG is likely to result in many house rules which I think is AoK in my book. With how the internet works, many of those rules will be shared, adopted, refined, and perhaps incorporated in the future. If crits didn't exist, or if they were purely a function of damage, this is less of a problem. When they start having explicit effects then people want to know how to heal them specifically. That's natural.
Okay, a lot longer than I meant for but hopefully this helps offer some perspective.