In order to make the saving throw on death a bit cleaner, I implimented a "rule of three" to make the process more manageable.
DEATH AND DYING
Dying: When your hit points drop to 0 or less, you fall unconscious and are dying. Any additional
damage you take has no effect on dying, unless the foe
commits a coup de grace. Do not keep track of negative
hit points.
✦
Death Saving Throw: When you are dying, you need to make a saving throw at the beginning of your turn
each round. The result of your saving throw determines
whether you recover or not:
If you roll 11 or higher on your first roll, you are at 1HP and are no longer unconscious. You lose all Action Points, Encounter and Daily powers. Additionally, you are Weakened until you make a successful saving throw at the end of your turn. If you roll an 11 or higher on your second roll, you are at 1HP and remain unconscious for ten minutes. You lose all Action Points, Encounter and Daily powers. Additionally, you are Weakened until you take one short rest. If you roll an 11 or higher on your third roll, you are at 1HP and remain unconscious for six hours and lose all Action Points, Encounter and Daily powers. Additionally, you are Weakened until you take an additional extended rest after you are conscious. ✦ Death: When you miss your third saving throw, you are
dead and can only be raised from death by the Raise Dead
ritual.
*If another player makes a DC 20 Heal roll during their round
as a standard action, you can add +2 bonus to your saving
throw to recover from dying.