Goal: Provide a disincentive to players to allow themselves to drop to 0 HP that doesn't result in a death spiral or 5MWD. Encourage players to avoid unnecessary combat and retreat from combats going poorly to regroup and attempt another direction to achieve their goal. Increase the drama and tension of decision making in a difficult combat that the players don't want to retreat from.
Proposed House Rule:
- When you drop to 0 HP, you fall unconscious and begin making death saving throws as normal.
- Whenever you regain HP from 0 the following happens:
- 0 Failed Death Saving Throws - You regain HP, but don't regain consciousness for 1 minute
- 1 Failed Death Saving Throw - You regain HP, but don't regain consciousness for 10 minutes
- 2 Failed Death Saving Throws - You regain HP, but don't regain consciousness for 1 hour (this time period does not count as a short rest)
- If you are reduced to 0 HP during this period of unconsciousness, your death saves are reset and your period of unconsciousness restarts once you gain HP, lasting for a period of time based on your highest failed death save count since being conscious (so no healing someone to 1 hp with 2 death saves, then knocking them down to 0 and healing them again to get the 1 min time period)
- The period of unconsciousness ends early if you are healed to full hit points or if a spell such as Greater Restoration is cast on you.
- This period of unconsciousness also occurs when being brought back from the dead.
Thoughts?
Initial thoughts before I read other replies which will impact my thinking.
This addresses the whack-a-mole healing problem that many have without introducing the problem of long term consequences on those who go down, since it's often a failure of the team as a whole, plus roles like tank are supposed to go in there and get hit and end up penalizing them for fulfilling a party support role, which is contrary to how I like to play. So this is good from that aspect. In some ways it mimics Champions where how far down your STUN went determines when you get recoveries, including getting to "GM's Option" which we always refered to as taking a trip to Optionland - you weren't getting back from there quickly.
There's small issue that someone reduced to 0 will likely need a short rest, so an hour down will often result in back-to-back short rests for the party. Personally I'd have that if the body is unmoving and cared for the time unconscious count as part of a rest just to keep the party in sync. That's more of a practical meta matter than an in-game result.
I do have a concern which is that the amount of wall clock time that 10 minutes or 1 hour of game time can vary greatly. It could be passed in a sentence, or it could be a full session (or more) full of combat if the party is in the midst of a time-restricted issue. As such it can penalize the player, by making them sit out of the fun, for periods that can get up to punitive. Especially when you consider that if they die they could be back right after the combat with a Revivify, spending only in-game resources as opposed to impeding player fun. Normally magical healing is the way around this, but with that resource already being spent, asking for additional resources from likely the same character isn't fair - they already contributed to bringing that one up, it shouldn't all be on them.
So, the issue right now is barring the player from having fun for an extended period - say an hour while there's another combat as an average - that I would want to see be addressed.
Again, this is initial thoughts, it might already be talked about in the thread.