Hi!
I'm soon(tm) dming a new campaign in a homebrew world.

As we are all aware, rest mechanics can be frustrating for players and dms alike, so i want to try something new (which probably will make the problem worse, at least in my experience).

Although the underlying rules for resting will be "gritty realism", they will only come into play very seldom. I intend to have resting be connected to some kind of "stones of power" (a bit like Sipstrassi Stones (Gemmell) or gemstones in Stormlight Archive (Sanderson)) that can be consumed:

Common: 1 Action, spend 1 Hit Die to regain HP
Uncommon: 1 Minute, Short Rest
Rare: 10 minutes, Long Rest
Very rare: 10 minutes, Level up!

These stones can be found in/after combat, social and exploring encounters.

We will start at Level 1 - if the party advances into the next tier, the amount of stones that has to be consumed to get the intended effect will increase.

The stones will be valuable to the general population, so they can also be considered as a form of currency.

What i want to achieve:
* no more discussion when a rest is possible
* no more discussion if a short rest suffices or a long rest is needed
* no need for group resting just because one party member is injured
* have inner party discussion who can have which stones 😈
* decision making of trading stones for equipment (gold will be rare or non-existent)
* slight differences in level among group members

Questions i have:
Has your group tried something like this?
Did it work?
Would you play under this rules?
If not, why not?
What would be your concerns as a DM?
What would be your concerns as a player?

Thank you for your time!