Arilyn
Hero
It's vital that SD not be played like 5e or even 2e. Danger should be telegraphed so players can make informed choices. Combat will happen, of course, but players should have chances to avoid it, bluff or intimidate their way through. Yes, you lose spells on a failed roll, but if you succeed, you keep the spell. You mentioned that your GM bumped up your levels. We found that you don't lose many spells at higher level and characters get pretty tough. If the characters are constantly dying, and it's not deliberate recklessness, something is off.
I played in a long running SD game. We got to level 7 with very few deaths and no TPKs. Only change in that campaign was starting with max hp. Oh, and we don't do the crawl turns, but that is not relevant to deadlines.
I played in a long running SD game. We got to level 7 with very few deaths and no TPKs. Only change in that campaign was starting with max hp. Oh, and we don't do the crawl turns, but that is not relevant to deadlines.