In my game we've had to deal with whack-a-mole a whole lot, especially since one of my players took the healer's feat. We've tried a couple of things to fix it, and the thing we're doing now is:
- When you are reduced to 0 hit points, you gain one level of exhaustion, drop unconscious and are dying.
- OPTIONAL: If you were reduced to 0 hit points because of a critical hit or a critical failure, you gain an additional level of exhaustion.
- When you fail a death saving throw, you gain one level of exhaustion.
- When you succeed on three death saving throws, you are stabilized.
This makes whack-a-mole a lot more costly, while also not making combat deathlier. I feel like the longer road to real death balances nicely with the added consequence of being stabilized and brought back into the fight. And, bear in mind, when a player has three levels of exhaustion they make death saving throws at a disadvantage, so it can quickly go down hill from there.
If your campaign is fast-paced, you can have level of exhaustions gained this way be removed at a rate of 1 per short rest, and 2 per long rest, allowing a character to get back on their feet quickly - but not in the same fight.
- When you are reduced to 0 hit points, you gain one level of exhaustion, drop unconscious and are dying.
- OPTIONAL: If you were reduced to 0 hit points because of a critical hit or a critical failure, you gain an additional level of exhaustion.
- When you fail a death saving throw, you gain one level of exhaustion.
- When you succeed on three death saving throws, you are stabilized.
This makes whack-a-mole a lot more costly, while also not making combat deathlier. I feel like the longer road to real death balances nicely with the added consequence of being stabilized and brought back into the fight. And, bear in mind, when a player has three levels of exhaustion they make death saving throws at a disadvantage, so it can quickly go down hill from there.
If your campaign is fast-paced, you can have level of exhaustions gained this way be removed at a rate of 1 per short rest, and 2 per long rest, allowing a character to get back on their feet quickly - but not in the same fight.