Part one - false logic lack of knowledge of goblins does not equate to underestimating them, so it does not result is deaths necessarily.
Also there is a big huge difference between knowdge of and ptedictive accuracy. Knowing everything there is to know about goblins does not mean you know these two are about yo get lucky and overperform.
Characters, adventurers, and the players who run them tend to take educated risks. Sometimes those rosks bite you and especially at low levels with fewer recovery options that can be lethal.
So, again, equating a took two bad beats and died with disagreement vetweeen player knowledge and character knowledge deserving of porting that lesdon into the brain of the next character as roleplaying is a stretch.
Second point - as cirvular a logic bendy as i have sern. Well done. But how does a box kill 90 percent if the riddles are widely known?
Looking back at the goblin example, again, no evidence of 90 percent likely, just got two hits in for higher than average and... Bad outcomes.
Or in you games does every low level adventurer killed by goblins become a thing ofvlegend told throughout 90% of the mands?
A character who fights a hard fight, makes bad call and lives *should* carry forwsrd into his futute fights that experience and knowledge - that is roleplaying.
A new character who hapoens to be playef by a player who lost a character to abc somehow also having the knowledge of that prior chsracter... Not so clear.
One of the consequences of death is you and your knowledge is gone too, barring various magical options.
Nothing ay all wrong with a srtting where like Buffy when one dies the power, experience etc passes to another. Even rituals to call up specifics and dialog. That would be fine for a game where "dead guy lessons pass on" is a thing.
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