So while pondering another I got off on a tangent.
Just musing but I like the feel.
A simple alteration to the healing rules to put some extra sting or hardship to "going zero" or "whack-a-mole."
If you go thru a combat without even getting knocked to 0 hp, healing is as D&D norm - short rest hour roll HD and long rest 8 hour recover all. None of your wounds were life or death mortal, just painful.
If you go to zero at anytime, that changes and short rests now use the longer 8 hour time while long rests take a week. This persists until you get a long rest week.
This gives a campaign timing feel to zero. Depending on situation, in fight heal can be costly but not tactically unwise.
Just musing but I like the feel.
A simple alteration to the healing rules to put some extra sting or hardship to "going zero" or "whack-a-mole."
If you go thru a combat without even getting knocked to 0 hp, healing is as D&D norm - short rest hour roll HD and long rest 8 hour recover all. None of your wounds were life or death mortal, just painful.
If you go to zero at anytime, that changes and short rests now use the longer 8 hour time while long rests take a week. This persists until you get a long rest week.
This gives a campaign timing feel to zero. Depending on situation, in fight heal can be costly but not tactically unwise.