Fralex
Explorer
I would add some kind of secondary-conditional modifier to appropriately moderate threat levels, such as either a level-based condition or an HP-based condition. Say, when a crit deals more than 25% of your health. This would keep lower-level foes dangerous to lower-level enemies, but because 25% is an adjusting number representing smaller portions of your health as your health goes down, it would make lower-level threats less dangerous to a full-HP character, but more dangerous to a less than full-HP character, which fits in with your visualization of HP as how much "fight" a person has left in them. Less fight? More vulnerable to lingering injuries. This would shield high-level characters from being utterly devastated by mobs of cats without neutering the danger presented by high-level foes.
Oh, I see. Since the likelihood of a crit increases the more enemies are attacking you, many weak foes would be more dangerous than one strong foe. Part of me wants to say that sounds about right for a mob to be the most dangerous enemy, but the idea that injury severity should be based off damage severity makes a lot of sense. Like I said before I plan to test this idea out as-is before making changes to it, but I definitely want to see how replacing the old rule about advantage with a rule that goes something like this would affect gameplay:
-Roll on the Lingering Wounds table whenever a monster scores a critical hit. If the hit took away less than 25% (or whatever number best represents the mild/severe threshold) of your HP, roll on the table with advantage.
It should be noted that when you roll on this table normally, 50% of the time your injury will be inconsequential. Rolling on it with advantage will rarely cripple you.