runekyndig says:
OOC:
At my IRL table, we have a house rule: When you are magically brought back, you take 1 level of exaustion. This is to medigate the yo-yo kind of combat healing
As a DM, I generally like the idea of some consequence of being down and dying. I often instigate a house rule in which a character who goes to 0 HP comes away with some permanent reminder of that brush with death: a scar, a tic, a phobia, or a flaw, as determined by the player. But that's for my own custom games, which tend to be a little grimmer and less super high fantasy than the Dungeon in a Box adventures. It's also a cosmetic change that will only affect gameplay indirectly (such as NPCs reacting to the scar in future), rather than an immediate mechanical drawback. My experience of the encounters in Secrets of the Greenwold is that they are all tightly-balanced enough that an additional mechanical drawback could prove disastrous.
What do the rest of you think, regarding consequences of dropping to 0 HP, with regards to this campaign? Would you like to have a short-term drawback like a level of exhaustion, would you like to choose some obvious cosmetic change to the character that "shows" their ordeal permanently, or would you like to continue rules-as-written?