Good spot. That's what I get for reading just the description of the item rather than checking the associated table.
We all do it. Some of us (cough, cough, looks in mirror), just do it more often than others.

Good spot. That's what I get for reading just the description of the item rather than checking the associated table.
5e has a similar mechanic in the form of the optional Lingering Injuries rule in the DMG (though some things, like broken ribs, can be removed through normal healing magic). As I mentioned upthread, I'm doing this in my new campaign: drop to 0 without being killed outright and suffering a lingering injury!The CRPG Dragon Age Origins used an Injuries system - any time a character dropped in combat, they'd incur a random injury that could not be removed through normal healing magic.
Thinking about the whole whack-a-mole thing brought me to a rather absurd - but very possible in the run of play - place.
Most combats a PC party faces are with more or less run-of-the-mill monsters who don't have all that much going for them other than toughs and a trick or two. The rules as written support this sort of thing just fine.
But consider this: what happens when the PC party's opponents are in fact another adventuring party, who - just like the PC party - have sources of at-will in-combat healing and some tactical know-how? Barring some significant dice luck one way or the other the inevitable result is that the combat goes on for hours, if not forever (!), with most of the participants vacillating up and down between 0 h.p. and +1 as they get repeatedly healed and pounded; at which point we have arrived at madness.
Lan-"starting to wonder if the designers really thought this through"-efan
The first time anyone stands up after being dropped, the other team will coordinate all actions to guarantee that it never works again.But consider this: what happens when the PC party's opponents are in fact another adventuring party, who - just like the PC party - have sources of at-will in-combat healing and some tactical know-how? Barring some significant dice luck one way or the other the inevitable result is that the combat goes on for hours, if not forever (!), with most of the participants vacillating up and down between 0 h.p. and +1 as they get repeatedly healed and pounded; at which point we have arrived at madness.
The first time anyone stands up after being dropped, the other team will coordinate all actions to guarantee that it never works again.
Also, nobody has at-will in-combat healing. All in-combat healing is limited.
I would think this piece of advice was more suited to a party dropping at an alarming rate - they wouldn't appreciate (or survive!) any more hardships.e) Don't bother with this. PCs do not drop often enough for this to matter. And using a cure spell or a stabilization check requires resources.
This is a good example of crappy justification of a poor rule.The first time anyone stands up after being dropped, the other team will coordinate all actions to guarantee that it never works again.
My option e: when a character is reduced to 0 hp without being killed outright, they suffer a lingering injury. Yes, some (like broken ribs) go away with magical healing, but not all of them do.