My average group has 5 or more players & monsters attack downed players every chance they get, frankly it doesn't matter unless it's a monster like hydra or gross suicidal "lets go kill this mage we know is in there while already running on wackamole healing" type fireball->fireball->fireball TPKs(mostly only in AL for those). There are just too many ways to bring a PC up at no meaningful cost & immediately escaping to the rear is almost guaranteed safe escape with disengage Even if a PC does escape & get pursued or beat on with ranged they still reset the death save "clock".Ok, I didn’t consider that use.
And the reason I didn’t is because most of the time, in my regular group, it doesn’t come up. It’s rare (and scary) for adversaries to attack downed characters.
I could see a variant rule, in the “gritty” chapter of the DMG, that restores something similar.
Back with death at -10 it was scary to be down (bleeding out or not) because bob only got healed exactly as much as he got healed & the negative counted against that healing while monsters dealing 10 points of damage was pretty easy without even needing to attack the downed NPC. Adding to the fear was that it was a nontrivial problem for the party to get to bob & help with his dirtnap situation without putting others at risk or making sacrifices.
In 5e it's about as scary as a player checking if they made a successful attack roll or not spoiler: They probably did
Edit:also the crit change isn't presented as an optional or "variant" rule, why should a risk injecting compensation be otherwise? At what point is it reasonable to ask why players even have hit points instead of just defaulting to God mode unless the gm starts clawing back power over player ptotest?
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