We might debate sizes of groups etc.. but I think it would be nonproductive. Let's just say there are diverse playstyles out there.
I mean, given what we actually do see in 5e, I don't think there really
is any room for debate, but I'm willing to leave it at "we agree to disagree".
This is another of our debates. Sadly, I don't think players on average are as likely to be working in good faith unless it's a well tried group of friends. Also the group is typically anywhere from 5 to 6 players (I've had 9 before -- too many). But again this doesn't really reflect much on our main discussion.
Okay but if you get to presume bad-faith behavior on the part of the players, why should I have to labor under the notion that GMs only and exclusively engage in
good-faith behavior? This is just part and parcel of the inherently biased double standard that I detest so much. GMs are presumed to be angels unless they've been proven to be devils, and players the exact opposite. It's infuriating; we presume blamelessness from the people who have
the greatest potential for abusing their power, and we presume blame from the people who have the least ability to actually
respond to abuse beyond dropping the nuclear option and ending the game entirely. Why? Why is that okay?
Your last example (see below) is a bit strained but the book one is a good one. Maybe if the player is new I find a way for the book to have survived. I then tell the player it was a one in a million long shot that the book survived and he should consider that going forward. If he keeps carrying the book on adventures, then he might lose it if the rolls are bad.
I just don't understand what is gained from this. It's a family heirloom poetry book. It doesn't have any mechanical value. Its presence doesn't harm anyone. Its destruction by flame (again, assuming the player
is taking reasonable precautions) adds only the teeniest, tiniest bit of extra verisimilitude, at the price of destroying something anchoring the player to that character, something that if lost might genuinely remove their reason to keep playing in the game.
Why is that a good thing? Why is it so gorram important to emphasize flammability by having this book be put at risk day in and day out simply because the character carries it to write in while they're resting?
I don't think that would be acceptable nor would I consider it rules as written. I wouldn't play a game where a rust monster could take all magic away from a sorcerer. So I'd houserule it away if it was there. I would though allow for level drains or character death because that is up front a part of the game. I tell my group I play the monsters to the intelligence and ability that they would have in the world. That doesn't always mean to the best of my ability. In fact it rarely means that.
Okay, but now you're saying there
are things that can be so essential to playing the character, that
could be taken away (after all, the GM is the final and ultimate authority, yes? The rules should
never impinge on that authority, yes?), and if they did, it might actually be
worse than just killing the character off outright. The example illustrates my point: there IS a line that a GM could cross, where if they did this thing, it would ruin your investment in the character, even if the thing they did was specifically done to enhance the verisimilitude of the experience. Consider, then, that there might be characters who feel similarly about that heirloom book of poetry and illustrations.
Whether you consider the example far-fetched or not is, for me, not relevant.
You now grok the feeling that the poetry-book-player would have. They would feel the same way you do, where it would
genuinely be the kind of thing that might drive them away from the game entirely. They aren't being stupid, they aren't juggling the damned thing in the middle of a firefight. They just have it on their person so they can continue to add to it during their off time.