D&D puts alot of emphasis on character growth, and going backwards (i.e. having a character die and having to start a new one at lvl 1 or at least a couple of levels behind everyone else) just sux! Its the nature of D&D, you cant spend a year building a character through the levels then in one night of bad rolls have the character die and expect players will enjoy it. Its a bitter, bitter pill to swallow.
The problem I have with this, is that nowadays it is not so common.
According to what I read in this and other forums/websites, the average D&D player today typically wants:
- To create a character more powerful that normal, where normal means according to the core rules (which supposedly are already designed to represent some talented soon-to-be heroes); there is almost no gaming group which deliberately house-rules character creation downwards, while on the other hand almost every house-rule for character generation goes towards giving more, sometimes openly with the target of a "high-power campaign". Some groups do play "low-power campaign", but always by making magic items scarce and almost never by giving less personal numbers/powers to the PC.
- To start playing at a higher level than 1, except at the beginning of a new edition. Soon after an adventure or two, almost everybody is bored by 1st level and wants to start higher.
- To create more powerful combos, as soon as splatbooks become available.
- To play characters that have no real flaws. One or two moderately low scores are ok, but God forbids if the PC has a weak spot or significantly low defense. They want to be well protected from everything. They will minimize something (dump stat) only if they can use some combo that effectively makes the dump stat replaced by something else thus irrelevant.
- To level up quickly, because otherwise they think it's boring.
- To skip over the story quickly, get into combat, then another combat, then another combat, all in a row without such thing as resting getting in the way.
- To see "defeating the opponents" as the only conceivable way to win an encounter, therefore banging their heads against any enemy presuming it is always doable, and then complaining to the DM if they didn't succeed.
- To have stats for Gods in the books, or something akin (guess why).
- To die rarely, but repeatedly.
I can't help but think that many of the average gamers come from the world of computer games, and I wonder how many of them have a culture of playing with cheats and hacks and codes... it's a very different idea of fun from mine, since I'm practically the opposite of all the points I've listed, but what can I say, they're entitled to their own fun too.
Maybe I just treat the game too seriously... but I've learned from life that if something is either trivial (no chance of failure) or impossible (no chance of success), you get no reward from it. So in my own view a PC must have a chance of dying...
Of course if it's too frequent then it becomes frustrating, but for me frustration appears only if:
- character creation is cumbersome and takes too much time
- changing the party composition too frequently kinda "breaks" the story consequentiality
Otherwise, death of a PC is the perfect chance at trying another character type.