I once had goblins attacking in pairs that accidently caused this. An unusually high damage roll knocked him out, the other goblin made him auto-fail two death saves, and then his turn came around and he bled out.Or you could be EVVVVVIIIIIIIILLLLLLLL DM. Any humanoid with Int 10 + swings twice at downed PC. Any monster with Int 13+ does the same. Takes out 1 pc for most of the adventure.
If I'm following the problem isn't that there's in-combat healing, but that there's too much incentive to use it after an ally drops, because of the simplification (no tracking negative hps) of the heal-from-0 rule?So here's the idea to fix whack-a-mole:
If you're 1 hp or above, cure spells are instant. If hp 0 or below, cure spells take 1d3 minutes to work before the target is healed.
No more whack-a-mole?
What do folks think?
Which is actually the main problem that this house rule would fix. If a simple cure spell will bring a downed character back into the fight, then a smart enemy has to treat a downed character as a high-priority combatant that is worth attacking.Or you could be EVVVVVIIIIIIIILLLLLLLL DM. Any humanoid with Int 10 + swings twice at downed PC. Any monster with Int 13+ does the same. Takes out 1 pc for most of the adventure.
I'll restate my previous post because it fixes the problem in the most intuitive way:
Failed death saving throws only reset after a short/long rest, or on death.
Sure it does. They can risk playing whack-a-mole if they want, it even gives them two lives. But they either adapt and heal before falling, or risk losing their third life. And since lives don't reset until a rest is finished, they're left all that much closer to death until they do so.That won't fix whackamole, if anything it will increase the problem because it's now even more important to get a downed PC back up before his turn comes and he has to roll death saves.
I'm pretty sure it is only a play-style problem, not a mechanical one, since tables that don't have a whack-a-mole problem to fix haven't had to change any mechanics to reach that state.Aftwr all, whack-a-mole isn't just a mechanical problem, it's a playstyle one.
Your fix might work for certain kinds of players, but it will cause other players to double down on whackamole healing. As such it is not a complete solution to the problem, even if it may seem so in your limited perspective.Sure it does. They can risk playing whack-a-mole if they want, it even gives them two lives. But they either adapt and heal before falling, or risk losing their third life. And since lives don't reset until a rest is finished, they're left all that much closer to death until they do so.
Aftwr all, whack-a-mole isn't just a mechanical problem, it's a playstyle one. Players aren't concerned with healing until a character hits 0 because there's no consequence for it.
There's no lasting mechanical consequence to dropping below 0. That's what causes whack-a-mole mentality.I'm pretty sure it is only a play-style problem, not a mechanical one, since tables that don't have a whack-a-mole problem to fix haven't had to change any mechanics to reach that state.