Laurefindel
Legend
I think D&D 5e is an excellent generic engine, capable of supporting many styles, (sub)genres, themes, and "game etiquette". That said, no single game is completely generic in styles, (sub)genres, themes, and "game etiquette", and that's where houserules work best IMO: give that particular game mechanical support to achieve the desired ambiance.
Looking at the answers posted above, it is relatively easy to deduce what the DM is going for with those houserules, from mechanical balance to campaign/setting style.
My first 5e game used the slow healing variant, my second a more "robust" exploration add-on and more severe penalties for going down to 0hp (and avoid an anti-dramatic yoyo effect). My current game (set in Eberron), on the contrary, fully embraces the pulp-action defeat (0hp), followed by a scene where the hero is (seemingly) fresh in an almost cartoonish way.
Looking at the answers posted above, it is relatively easy to deduce what the DM is going for with those houserules, from mechanical balance to campaign/setting style.
My first 5e game used the slow healing variant, my second a more "robust" exploration add-on and more severe penalties for going down to 0hp (and avoid an anti-dramatic yoyo effect). My current game (set in Eberron), on the contrary, fully embraces the pulp-action defeat (0hp), followed by a scene where the hero is (seemingly) fresh in an almost cartoonish way.
When at 0 hp, PC is incapacitated. At the beginning of turn, PC rolls special Death Save:
All exhaustion levels disappear when PC is brought back to full hp.
- nat 20: PC gains 1 hp
- 15-19: PC gains 1 hp and 1 exhaustion level
- 6-14: PC gains 1 exhaustion level and is unconscious in stable condition
- 2-5: PC gains 1 exhaustion level and rolls again next round.
- nat 1: PC gains 2 exhaustion levels and rolls again next round.
All exhaustion levels disappear when PC is brought back to full hp.