What you're describing sounds a lot like Rogue-like gameplay elements, with things like perma-death and serious consequences for even minor failures. That would be pretty fun, I think, to experience, since most D&D-type fantasy RPGs are basically just power fantasies writ large. I especially like the idea that players would be more concerned with avoiding injury and surviving battle than with doing damage and winning encounters, because that's how real combat in the real world works, especially in the past when melee weapons were the primary armament of most soldiers, and getting injured, even slightly, in combat could be lethal even if you walked away from the field of battle victorious.
It's especially annoying to me that PCs will generally, in very little time, have more HP than a freaking horse, as Dave once commented. If the excitement of combat in RPGs is the perceived danger combined with the feeling of triumph when, against apparently overwhelming odds, you succeed, then how much more exciting if death is that much more to be feared, and tactical prowess, good planning, and mastery of one's weapons and abilities are that much more crucial to one's success?
And it's funny, then, because you best believe that I fought that Lust Demon and saved the kid. I take my hero complex seriously. XD;
It's especially annoying to me that PCs will generally, in very little time, have more HP than a freaking horse, as Dave once commented. If the excitement of combat in RPGs is the perceived danger combined with the feeling of triumph when, against apparently overwhelming odds, you succeed, then how much more exciting if death is that much more to be feared, and tactical prowess, good planning, and mastery of one's weapons and abilities are that much more crucial to one's success?
And it's funny, then, because you best believe that I fought that Lust Demon and saved the kid. I take my hero complex seriously. XD;