I've never liked the "1 hp hale and hearty/0 hp dead" paradigm. 1st Ed AD&D introduced the optional "unconscious and bleeding at or below 0; dead at -10" rule, which works pretty well at 1st level for keeping characters alive. The model varied a bit over the editions, but "a teammate can bind your wounds in one round" is probably the most consistent with the old school model, while still allowing low level characters to survive the occasional unlucky die roll.
The NPC's may be able to offer some advice. If it was poor tactical play that put the MU in harm's way, an NPC might suggest better tactics. The opposition is pretty stupid if they just hurl themselves at the fighter and never try to get at the softer target behind him, so the MU is likely to find himself a target on occasion.
The NPC's may be able to offer some advice. If it was poor tactical play that put the MU in harm's way, an NPC might suggest better tactics. The opposition is pretty stupid if they just hurl themselves at the fighter and never try to get at the softer target behind him, so the MU is likely to find himself a target on occasion.