Perhaps you should remove the ability to "stabilize" someone.
If a player is reduced to 0 hp the following occurs:
A) A successful Medicine check (DC10) provides a successful saving throw, instead of automatically stabilizing someone.
B) Curative magic cannot assist in the stabilization of a player.
C) A player reduced to 0hp is incapable of regaining consciousness for 1d4 hours (remove the Natural 20 = 1 hp rule from death saving throws)
What this means is if a player is reduced to 0, then fails her first 2 death saving throws... she is still left with a 50/50 shot of death unless multiple players attempt to save her life. It would require 3 players succeeding at Medicine checks in a single round to guarantee her safety. It would also penalize people who think "oh we're got 3 rounds before we have to bother helping." It also means once a player goes down, they're down for the rest of the fight (and possibly the following actions).
It might stop people thinking it's okay to let someone go down before they get a healing spell or potion.
If a player is reduced to 0 hp the following occurs:
A) A successful Medicine check (DC10) provides a successful saving throw, instead of automatically stabilizing someone.
B) Curative magic cannot assist in the stabilization of a player.
C) A player reduced to 0hp is incapable of regaining consciousness for 1d4 hours (remove the Natural 20 = 1 hp rule from death saving throws)
What this means is if a player is reduced to 0, then fails her first 2 death saving throws... she is still left with a 50/50 shot of death unless multiple players attempt to save her life. It would require 3 players succeeding at Medicine checks in a single round to guarantee her safety. It would also penalize people who think "oh we're got 3 rounds before we have to bother helping." It also means once a player goes down, they're down for the rest of the fight (and possibly the following actions).
It might stop people thinking it's okay to let someone go down before they get a healing spell or potion.