For some tables, sure. Probably depends on how the other players play it.I agree, but if you can gain exhaustion in combat, I'm not sure I like halving speed at the start of the track either. It makes fleeing nigh impossible.
But any time my players bring it up... I remind them that they are a team, and sometimes you need to take one for the team. If the tank up front has reached 0 HP and needs to retreat to get back to the healer (because in my particular house ruled system for all of this, you don't fall Unconscious at 0 HP, you are only Incapacitated and thus can still move)... someone else's PC should move up to engage the monster that the tank is on so that way the monster won't follow after the tank if he retreats.
Of course... that requires my players to actually get some guts, which oftentimes is in short supply. I am constantly amazed at how often a player chooses to play a ranged warrior-- like a DEX Fighter or Ranger-- but then thinks because they are using a bow and arrow most of the time their character is now a glass cannon. "I fight at range! I can't take a hit!" And I'm like "Dude! You have a d10 for hit dice! Just as much as the tank! And your AC is only a point or two less! Get some guts and rush up and get into melee for once and save your fricking tank!"
