Leatherhead
Possibly a Idiot.
Many of you have observed that a simple Healing Word is all that is needed to "save" a downed ally's set of actions - even at 1 hp, that ally performs at full capacity.
How big of an issue has the fact that being downed in combat mostly means going prone (perhaps the lightest penalty in the entire game) been for you in practical play?
If a problem, what did you do about it?
I have such a huge problem with combat healing bending combat pacing around it's little finger that I am trying to figure out how to remove combat healing almost entirely. I understand the need for some kind of stabilization to mitigate death, and the need for some kind of "second wind" (not the mechanic, the thematic element of people going back into the fight after getting trounced) but I hope to keep them palatably rare.
On the one hand, you have people pushing to punish players for getting to 0 hp, in order to mitigate or prevent the most egregious example of messing up pacing (this whack-a-mole problem). On the other hand, such punishments only raise the demand for combat healing to their most extreme level possible.
As a result, I have been working over the idea of adding an exhaustion level every time someone is healed outside of a rest, and adding an injury every time someone is knocked to 0. But there is a lot of work that needs to be done in order to fit such a thing into 5e. Most noticeably some kind of non-magical way to cure injuries (like surgery), and a way to better speed up exhaustion recovery.