I ran a session a while back in which the players were fighting a griffon boss. The griffon had KO'd 6 of the 7 pcs, when the last PC finished off the monster. The PC helped up everyone and all was dandy.
This doesn't seem appropriate for players to be able to get up and rest without any consequence, as if nothing had happened. This goes especially as 6 of 7 players were KO'd. The only way that the players wouldn't be able to simply "rest off" damage is if there was a TPK.
How do I apply consequences of more moderate severity which affect players in the the long term, without resorting to harsh extremes such as killing off the character(s)?
Best Answer
Injuries, Massive Damage, Adventuring Options, and player happiness.
Chapter 9 of the DMG contains some rule variants and guidelines for introducing ongoing after-battle effects and different adventuring options for a grittier game.
The following are some of the effects that will trigger a roll on these tables, but as a DM you can always tweak them.
and
Adventuring Options (also found in Chapter 9 of the DMG)
These introduce some different mechanics for non-combat and how PCs recover. You can see the sections on Healing, and Rest Variants.
and
TALK TO YOUR PLAYERS
Table Acceptance
These tables and effects represent a drastic change from how your table has run and you should absolutely talk with your players to see if this is the kind of game they are looking for. Are they wanting gritty? Are they wanting more dangerous/deadly? If so, then this is a may be what everyone is looking for.