Thanks [MENTION=20323]Quickleaf[/MENTION], that clarifies things!
Some good ideas about "downed" PC's actually not being on the floor unconscious and bleeding. Especially since the healer of my current party is a Bard.
Now, I have no problems actually killing the PCs. Adjusting monsters to get the right oomph (mostly by normalizing the to-hit/defenses and upping damage) is something I already do. I even went so far as to help optimize the PCs for high damage before survivability.
Attrition (of healing surges/powers) isn't really the way I want to play the game. Very quickly, it leads to the PCs just long resting every where. It's not something I like as a player either. It doesn't fit my DM-ing style either, where you quite possibly won't have more than one encounter per day. (I don't really do dungeons, and there is a fair share of wilderness/inhabited lands where throwing 3-5 random encounters per day would just be unbelivable).
The attrition would need to be of some other kind, but I don't want it to be anything that makes it harder for the PC to kill mobs, just slightly easier for the mobs to kill the PC. My current DM has used the lingering diseases and such, and I am not really a fan. At least from the way he ran it. Maybe if the PCs just get infected if they go below below 0hp it would make more sense.
If the kind of attrition actually varied with the monster, it would work out better? Lets say we have a variety of diseases, wounds, fatigue or curses with different effects. The mechanic to get rid of them should probably be relativly easy, but harder than just taking a long rest. I am fond of the "safe house" thought. In other words, if you have the chance to just chill, lower your guard, eat good food and get some proper rest, your body fixes the rest. It also makes for a good way to have the PC's take a break now and then, not just running through adventures 24/7.
Example attrition conditions:
- Wounded: your current max hp is half-way between bloodied and normal max hp.
- Fatigued: you get a -2 penalty to saving throws to get rid of slow, daze and stun
- Cursed: the DM can re-roll one attack roll per day
- Diseased: Follow disease track*
*Can be cured by all the normal means, and in addition by the 24 hour rest in a safe location with good care.
Some good ideas about "downed" PC's actually not being on the floor unconscious and bleeding. Especially since the healer of my current party is a Bard.

Now, I have no problems actually killing the PCs. Adjusting monsters to get the right oomph (mostly by normalizing the to-hit/defenses and upping damage) is something I already do. I even went so far as to help optimize the PCs for high damage before survivability.
Attrition (of healing surges/powers) isn't really the way I want to play the game. Very quickly, it leads to the PCs just long resting every where. It's not something I like as a player either. It doesn't fit my DM-ing style either, where you quite possibly won't have more than one encounter per day. (I don't really do dungeons, and there is a fair share of wilderness/inhabited lands where throwing 3-5 random encounters per day would just be unbelivable).
The attrition would need to be of some other kind, but I don't want it to be anything that makes it harder for the PC to kill mobs, just slightly easier for the mobs to kill the PC. My current DM has used the lingering diseases and such, and I am not really a fan. At least from the way he ran it. Maybe if the PCs just get infected if they go below below 0hp it would make more sense.
If the kind of attrition actually varied with the monster, it would work out better? Lets say we have a variety of diseases, wounds, fatigue or curses with different effects. The mechanic to get rid of them should probably be relativly easy, but harder than just taking a long rest. I am fond of the "safe house" thought. In other words, if you have the chance to just chill, lower your guard, eat good food and get some proper rest, your body fixes the rest. It also makes for a good way to have the PC's take a break now and then, not just running through adventures 24/7.
Example attrition conditions:
- Wounded: your current max hp is half-way between bloodied and normal max hp.
- Fatigued: you get a -2 penalty to saving throws to get rid of slow, daze and stun
- Cursed: the DM can re-roll one attack roll per day
- Diseased: Follow disease track*
*Can be cured by all the normal means, and in addition by the 24 hour rest in a safe location with good care.