CreamCloud0
Hero
You’ve misinterpreted my reasoning, i linked the extended rest time to players dropping to zero to encourage them to actually prepare and use the better heals more to prevent players from dropping to 0 in the first place, if i read your original explanation right then your players are correct: the restrictions for actually getting healed by the improved healing are too great to want to use them when they can just heal them regularly when they go down without repercussions.The two target different problems caused by the way 5e death saves make low hp a total nonconcern & how 5e "long" resting is practically video game command console recovery speed.
The bigger heals are to ensure that pcs have the tools so they don't fall to zero. Linking the slow recovery to a failure to use them does not make low health scary or even concerning
The slow recovery is not to prevent players from doing things like pulling back somewhere safe to rest, it means that "somewhere safe" is never a locked room or something close that can be trivially handled. That's important because players are now far enough from the "dungeon" for long enough to plausibly support all sorts of change within while they were away not seeing it happen to stop.. Only having it slow when someone drops to zero means that it's not going to matter most of the time and as a gm I can't supply magic items that would fill that need when things sre getting rough due to unavailable trivial rest or when things have gone sideways & everyone is going all out so a pc doesn't die...
However either in my implementation or yours it doesn’t really solve the root issue which is that dropping doesn’t carry any meaningful weight which puts us right back at the point of the thread, exhaustion is too extreme a consequence that kills any fun because your character sucks so you want some other penalty to discourage pop-up healing.
I wouldn’t have the next long rest after dropping have to be the extended one but until the players took their extended rest they would suffer some penalty, it would still mean they can’t recover fully in some dungeon’s storeroom but would also incentivise not letting characters drop in the first place.
EDIT: maybe an X/20 chance to roll with disadvantage on any given skill check, (non death)saving throw, to-hit roll or the like, where X is the number of times you’ve been dropped to 0.
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