Here are the tables I used for my last longterm game.
This was a three year old school campaign which was a mashup of B/X and 5 Torches Deep, and I used 5TD's death & dismemberment table. If you got dropped to 0HP you were unconscious, and had to be healed or bandaged within 1 minute or by the end of the fight for a battle. If that was done, you rolled on the table. The original table only gives a 1 in 20 chance of death, which was too little for me, so I doubled that. I also created my own sub-table for serious injuries. It worked out as follows:
1-2. Dead
3. Enfeebled, lose 1d6 Strength
4. Shaky, lose 1d6 Dex
5. Weakened, lose 1d6 Con
6. Addled, lose 1d6 Int
7. Confused, lose 1d6 Wis
8. Disfigured, lose 1d6 Cha
9-13 Lost body part (original table is GM's choice but I made a sub-table, see below)
14-19 Disadvantage on all d20 checks until you get a night's rest.
20. Sudden recovery! Regain 1d8hp immediately.
The original rules simply say ability score damage takes "weeks of rest and care" to recover. My rule was that each week of bedrest restores 1d6 points, and that if you pay for a healer's care you can roll that with advantage.
My Lost body part/lingering injury sub-table:
Lasting Injuries / Severed Stuff
Roll D8 + D12
2 --------- 1.04 % ---- Lose an Eye -1 TH melee, -3 TH ranged, flanking enemies get +2 TH
3 --------- 2.08 % ---- Lose a Leg/Foot - half MV speed, -2 AC
4-7 ------ 18.75 % -- Limp - 5’ MV speed (can be cumulative)
8-11 ---- 32.29 % -- Minor Scar - No penalty! Record/describe location & story. [Can also be a lost finger]
12-13 -- 16.67 % -- Broken Ribs - Disadv. on all checks, half move rate, 1 mth to recover or Cure Serious W
14-15 -- 13.54 % -- Internal Injury - Disadv. all checks, 1/2 mv, DC11 Con to recover w/disadv, check 1x /week
16-17 -- 9.38 % ---- Horrible Scar - 1 permanent Charisma, record/describe location & story
18-19 -- 5.21 % ---- Festering Wound - As internal injury and -1 HP per Unsafe Rest, no HP recovery Safe Rest
20 ------- 1.04 % ---- Lose an Arm/Hand – Cannot use that limb to hold or use items.
Broken Ribs, Internal Injury, and Festering Wound can be fixed by a Cure Serious Wounds (Deviscerate in 5TD) in place of it healing HP damage. For reference, an Unsafe Rest in 5TD means overnight outside a safe/comfortable town. A Safe Rest is overnight in town.
For 5E 2024 obviously you'd want to make some modifications, but hopefully there are some useful ideas in here.