Blacky the Blackball
First Post
Not to turn this into a raise dead discussion, but I'm opposed to raise dead precisely because of the game effect it has. The removal of risk and the entire game result of losing. I prefer a character death to be final precisely because it gives the release of an ending and then you grit your teeth and make a new character to send into the breech.
At low level, although I said I'll usually (but not always, for example if the party are in the middle of nowhere) make sure there's the possibility of getting to a cleric who can cast Raise Dead. That doesn't necessarily mean that the party will decide that doing so is a priority; but that's their choice.
Also, sometimes - for example if someone is disintegrated or their body isn't recovered - it's simply not possible to go and get them raised even if the party want to.
I'd guess that about half the deaths in my campaign are final.
But I certainly wouldn't arbitrarily restrict access to the Raise Dead spell (or to NPCs who can cast it) just because I don't like it; any more than I'd arbitrarily restrict access to divination spells because I don't like them or access to save-or-die spells because I don't like them. The game assumes that those things all exist, and I'd only remove them if the players all agreed beforehand that we wanted to play in a campaign with them house-ruled out. Although having said that, if we wanted to play a campaign with such a different feel to D&D, we'd probably be playing a different game - one without those elements - in the first place.
I also don't buy your prioritization which lowers plot, setting, or sense of realism as being anything universal when it comes to D&D. Some people play specifically to experience a fantasy setting and thus would prioritize setting above other things.
I never said it was universal. I was expressing my preference, not trying to claim any kind of objective truth.