I am with you, hating death spirals. I had an interesting thought along my own design journey when I examined what I didn't like about them, both as a player and a gamemaster.But I also hate death spiral systems.
Do you realize that death saving throws ARE a timer, but with some built in wiggle to increase engagement and tension and make things less cut-and-dried? Avoids things like "We have eight turns before he bleeds out, no need to spend my action yet when I can hopefully knock down another foe."I do not like death saving throws I prefer insta-death on 0 or a death timer.
What games lean into consequences rather than simply counting wound slots of HP?
Those are certainly what I imagine when I say consequences.People keep using the word "consequences" as if it means something very specific in this context.
Is a shattered elbow (and all that that entails) a consequence? The fact that you're currently bleeding out? That your eye is destroyed? That your arm is currently entangled in your opponent's net? That you'll need two weeks of bed rest before you engage in strenuous activity? That you will have a very visible scar? If not, what are people referring to?
Fair enough. I would describe that as a game with a detailed injury and/or healing system, rather than being more abstract and saying it's a game that "leans into consequences" as someone else said. Maybe that's just because those kinds of consequences have tended to be the norm in the games I play.Those are certainly what I imagine when I say consequences.
I really just want a character to be capable of being injured in a mechanically significant way without actually having to be dying or otherwise completely incapacitated. And for that injury to last longer than one night.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.