jmartkdr2
Hero
Regardless of edition, I find it's mostly to do with how much the player has invested in the pc - if they spent a lot of time working on the pc - backstory, detailed personality, build, advancement, attachments to npcs and the world - losing the character is a big loss and not a lot of fun.This boils down to the player. The older editions were more lethal for sure, but there were always players who disliked dying (and complained about it). But I think there were two basic camps. I always felt having death on the table, including random death from stupid things, made the game more exciting and played into the random aspect of dice rolls sometimes determining outcomes. For me it definitely makes the game more enjoyable. For others it takes away from the game.
If they rolled up the character in five minutes, gave them a name and a quirk and got playing - it's not a big loss.
Note that the outward signs don't always mean the same thing between players. One player with a lot of system mastery might pull off a triple-class monster of synergies in a few minutes, where another might struggle with a basic fighter. Length of backstory can be affected by writing style and comfort with creative writing as much as anything, and just because a pc has been on a lot of adventures doesn't mean the payer's really into them. But these are all correlations worth looking at.