So, new Players Handbook, DMG and shortly the Monster Manual for 5e. Lots of alternatives for retroclones, variations and older editions. How likely are you to jump into D&D for your next game?
Just personally, I’d prefer either the no buffer option or some kind of permanent penalty (CON drops 1) over something like a Luck Point. The metacurrencies cheapen death even when the death might feel unfair or random. Adventurers should have scars.
I think we always felt that the Dodge, Parry and magical mechanics in RQ/BRP gave you enough tools to play smart on defense so that luck was less an issue. But I see your point that these days, it may be more work than people want (to optimize PCs and minimize luck death). So we get things like...
The interesting thing though is that most groups lean heavily older. Unless we have a lot of prodigies out there playing. I definitely thought I'd see more middle school and high school players. May just be this forum.
So I think we could say another aspect of feeling weak is the ability to be taken down by luck. And is this okay in a TTRPG? So many games have a death mechanic, and the ability to crit or fumble only ensures that those death rules get invoked more easily or by underpowered foes. Are we saying...
I fully expect pdf sales to be the primary purchase while all this is going on. Some publishers may simply decide to go electronic only, which will hurt paper industries.
So here’s a bit of opposite spin on this. If characters are getting hurt or dying frequently in your games, do you have a harsh expectation from either your GM or other players that you just need to “git gud?” Is “player skill” really a thing?