Then he needs to seriously uptune combat for that party. If combat is rare, it should always be impactful.
Then he needs to seriously uptune combat for that party. If combat is rare, it should always be impactful.
My group uses this, but with a separate temporary exhaustion (we call it Trauma) that goes away on a short rest. Still handily serves the purpose of discouraging yoyoing without being too punitive.
It’s amazingly nerve-wracking and I love it. The dying process feels less mechanistic and far scarier, leads to players respecting the threat it poses.