delericho
Legend
Isn't it a little too hard to die?
This is by design. They felt it was better to present a less deadly baseline that groups could then adjust, rather than presenting a much more deadly baseline that would frustrate players.
It says (RAW) that you immediately are no longer unconscious if you regain any hit points whatsoever. Doesn't that mean a single healing word has you back in action?
Pretty much. Personally, I wouldn't have a PC at 0 hit points be unconscious, but rather simply out of action - like Boromir at the end of "Fellowship of the Ring".
Any ideas on how to make players pay more for falling to 0 HP?
The simplest way is to have healing work slowly - magical healing stabilises you immediately, but you don't actually regain the hit points until a minute has passed (or whatever). That way, dropping to 0 effectively takes you out of the combat.
(But be wary - this means that if the Fighter goes down due to a freak set of dice rolls, the encounter could go south very quickly, because it means that the rest of the party can't get him back in the fight.)
The suggestion of having a drop to 0 impose a level of exhaustion is probably a better one, or you could have it impose disadvantage on attack rolls for X rounds.
One other option is to revert back to the 3e rules for death and dying: count negative hit points, and have PCs die at -10. This means that they need to be a bit more wary of dropping to 0 (as they'll burn through that buffer quite quickly), and also means that minor healing may not be enough (if you're at -5 and get healed for 4, you're now not dying but you're still at -1 and so unconscious). That wouldn't be my preferred approach, though - indeed, I stopped using those rules even for 3e.
