Ferghis
First Post
It thus far has proven to be very, very effective for a couple reasons. First... it makes falling to 0 have actual consequences... and thus the group's tactics have changed quite a bit. The so-called "ranged" characters now no longer just sit back pew-pewing without a care in the world while their fellow melee characters take attack after attack after attack... because they know that if they don't occasionally jump in and peel off some of the monsters... their melee friends will fall to 0, suffer wounds, and thus end up not having many HP after the fight with which to continue adventuring. So it behooves them to absorb some attacks themselves to forestall their melee brethren from falling unconscious whenever possible. Otherwise... their adventuring grinds to a halt while everyone waits for the melee attackers to recover from their wounds. The wizard realizes that "taking one for the team" and actually getting hit occasionally only helps them all in the long run... because him suffering 15 HP in damage (which will be recovered during a Short Rest) has less long-term consequences than making the Fighter take it, him fall below 0, and now the party has to wait for recovery (or else continue on, but now their tank is not at full strength.)
I'm glad to hear that this has worked so well for you. I've been very reluctant to impact HP in long-term, since I fear it would have much greater impact on the front-line characters ability to contribute. I've been working on some alternative penalties (such as -1 speed, a penalty to one defense, lowering your maximum surges, etc.). I can how lowering max HP is effective in a highly collaborative party. I've seen groups that, whether out of RP or simple disinclination, characters tend to ponder "party effectiveness" much less. My concern is with those groups, in which the the fighter now always starts at bloodied value HP, and therefore keeps the healer on a very short leash. For those characters, this can spiral pretty quickly.