Which means that characters ever really risking losing (whether that means "having to retreat against what would otherwise be your wishes" or "dying") is not supported by the game's attitude on your adventuring career.
Unfortunately, that does not work for characters who live dangerously for one reason or another.
I don't want "this is perfectly rational" to be The determinating factor in character decisions, because people aren't perfectly rational. People misjudge situations, assume that something being "a bad thing" such as oh, "shameful" is relevant to a greater degree than is strictly logical, and so on.
Since no given battle in D&D really matters (in terms of levelling up), you face no consequences for avoiding an unfavorable risk vs. reward scenario, because you have no reason to care about any other scenariot han a favorable one.
Bad representation of any genre where characters are meant to dare, because daring is not merely "unfavorable", it isn't even useful.
0% chance of heroic death making a difference, 100% chance of it being very dead, and 0% chance of consequences you mind by avoiding any given situation you wish to avoid (and are able to).
The "raid dungeons, loot corpses, and kil people who try and stop you" game works fine with that. The "battle bandits, oppose tyrants, and spit defiance at the Prince of Darkness" game is not playable without there being a reason that "running away and playing it safe" is a form of defeat, even if it is more practical for you, personally.
So, now that we know D&D
really can't represent heroism as written and intended, what do we do about the thing it does claim to represent and the amount of time spent taking breaks to make that acceptable?
you keep railing against the idea of rewarding the characters because that makes things "less heroic"
Because it DOES. It says "If you do something 'selfless', you get rewarded. You are stronger for avoiding seeking power." Which is fucking bullshit.
because if you want a game were people regularly ironman their way through six encounters without rest, then the game SHOULDN'T PENALISE DOING THAT!!!!!
People ironman their way through things like that in our world for reasons as stupid as being too proud to believe the odds are really that bad.
For that matter, do you understand that when "heros" in other works of fiction are doing things "against the odds" they mean what the odds would be in realworld? because in the fictional narritive they are actually garuanteed victory.
do you get why if a game is mean't to emulate a genre, the rules have to support the conventions of the genre, and make acting in a genre approriate manner a neutral if not benifical choice?
Only if the author refuses to have the situation actually risk hurting the characters. Sure, the author decides if it actually does, but if he never actually hurts them and they never get anything worse than a 'close' call, then it isn't against the odds in any sense that phrase makes any sense.
And acting in genre should not be "you are safer being a daredevil than if you are prudent", because that is contradictory to the point of insane. Daredevils are daredevils because they -want- to (or are -willing-) to go for longshots.
because you keep clinging to this redicules strawman of " rested characters have 100% chance of success VS. unrested have 80%" while everyon else is starting from the position that adventurers are risking death ALL THE TIME and a sufficiently worndown character has a 0%chance of success.
0% chance of survival =/= 0% chance of success. And the "chance of death" that characters have at 100% health is minimal unless you design the system a lot more harshly than I see anyone who is screaming about how they don't want their characters to be worn down or weakened promoting.
50-50 as "the harshest the system gets" is not very harsh at all. As "long" odds go, that's pretty good.
I don't want to punish people for being true to a given genre, but nor do I want characters to be stronger with a broken arm then without it.
Heroes win
despite the obstacles, and
overcome injuries, but "Pain only makes me angry." leads to the boring story of the Invulnerable Killing Machine Who No Villain Could Threaten.
And regardless of heroism, it is definately boring to have a chance of defeat that is too low. There's no thrill or satisfaction in a win that you're certain to achieve.
Trust in the Emperor, but always check your ammunition.