Helldritch
Hero
except they are actually still very much a threat. A player being knocked down isn't like being taken out in fate where the opponent can simply say something like "and you die so" or "and you've been taken captive by mooks for your fate to be revealed later" /7 such. With healing word allies don't even need to pause their cantrip attacks to bring that PC back up.
That kind of geek the mage/shoot the medic first runs into a few problems strategy runs into a few problems with coming off like an extreme killer GM & the followup one two of "you executed bob's PC and the monsters ignored everyone else they ran past to do it". d&d isn't a game where monsters are good at attacking while giving chase (in many cases not even capable of it) & if the healer runs you have turned the combat into little more than what they call kiting mobs in mmorpgs
Take this initiative order
Even if the monsters gang up on bob it won't matter because Cindy can cast healing word between them, You could even add a third monster almost anywhere in the initiative & nothing changes if it doesn't have multiattack because one monster will drop bob, the next will cause two failed death saves leaving Alice or Cindy to healing word him & reset the 2 failed. If that third monster is just before bob it still only means that bob has a chance of failing a death save on his own before someone can cast healing word.
- 18Alice (cleric)
- 17 monster1
- 15Bob(wackable mole with 1d4+1hp)
- 12monster2
- 10Cindy (bard cleric druid alchemist or that one warlock)
Very up to the point. In this scenario, the only goal of the DM will be to make Alice and Cindy use/waste resources to get the mole back up. And thus, my enforcing the 6-8 encounters per day. The use of side initiative and the slaying of recovering fallen foes. Players are truly aware of that and now they are fully into the "style" and it works out great. Both story wise and simulation wise.