OK, that's how they cope when someone's dropped.the players used to try the Healing Word strategy (the fancy term for "let's whack a mole"). Now they don't.
Instead, they switched to "dotting" the fallen ally. (Ideally a 1 point Lay on Hands heal, but the Healing Word spell will do too)
I would love to answer yes to that question.OK, that's how they cope when someone's dropped.
Have you seen their tactics change ahead of that - do they use more damage mitigation, or heal an injured ally to keep him from dropping in the first place, or is it otherwise a minor variation on the 'no healing' outcome?
I would allow for one other useful houserule with similar (lack of) complexity:For the record, I think the "healing surcharge" sort of rule so that the PCs heal from near to zero rather than always from zero is probably the most elegant and low-impact alteration suggested so far.
I wouldn't use either house-rule myself (because my players do not have the mentality required for the problem described in this thread to occur), but I would suggest the other before suggesting this one because not resetting death save failures is a much higher-impact change - it doesn't just make intentionally using the effective damage negation of dropping to 0 hp less efficient, it makes characters more likely to end up dead as well.That you don't stop counting failed death saves just because you recieve healing.
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.
What do folks think?

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