Voss said:Meh.
Hey, this NPC isn't dead! He must be important to the plot!
And this is different from normal gaming how?

Even in Champions, 99% of villains don't get Recovery after they're unconscious.
Most of the time, I assume any monster knocked to less than 0 hp is dead. It's grossly unheroic for PCs to slit throats, and it's tedious to check Stabilization rolls on a half-dozen orcs. If I really want an NPC to live, then, I will track the negative HPs and roll for them to stabilize, but, otherwise, it's up to the PCs.
For example, at one point, the PCs encountered the villains right after (offscreen) the villains had gutted a friendly tavern owner. One player rushed off to try to save the NPC, heedless of the fact the big bads were pounding on the rest of the party. So I quickly retconned, figured average damage to death, how far negative the barkeep would be, and how many rounds had passed, then rolled stabilization checks. Turned out the PC was one round too late..

ISTM a lot of the "Not for NPCS!" rules are intended to avoid crushing newbie DMs with details which they don't yet know instinctively they don't need, while increasing mechanical complexity for PCs without increasing the burden on DMs. These rules are an inevitable consequence of the increase in PC capability -- either everyone is as complex, in which case the DM is overwhelmed, or PCs are 3-d color CGI images and NPCs are paper stick figures. Given their original design goals, gross oversimplification of NPCs is unavoidable to still have a playable game.