We have a few house rules that everyone enjoys.
1) When you go to negative hit points, you gain one level of Exhaustion upon being healer and getting back up.
This helps with the yoyo effect, and effectively makes the PCs care more for each other and everyone staying above 0 HP. All three groups I play in use this rule now - it's really working great for us, and adds a bit of consequence to neglecting your (and others') hit points.
Haven't read the entire thread so if this house rule has been covered already, sorry. But what I do is two things:
1) Dropping to 0 incurs 1 level of exhaustion.
Thank you very much! This exhaustion idea is really interesting, would you care to share the general impact it has on adventuring pacing?
2) When you are down and dying, we don't roll ANY death saving throws until someone checks on the character. It adds a lot of drama when someone goes:
Player: "I check on Will."
GM: You've been down and bleeding for four rounds, right Will?
Will: Yep.
GM: Make four death saves (or however many is needed).
Group: Stares at Will's rolls with great anxiety.
This idea is simply golden, I think with this on I can be more forgiving about my villains modus operandi. It brings a kind of tension which I suspect my players will be eager to avoid, thus potentially "solving" our issue.
2) Healing spells and potions can only be used while the target is conscious.
Those two things become major disincentives to allow companions to drop to 0 and to let your own character drop to 0.
Ummm, this could be interesting too. Do you also have an "in world" justification why they do not work?