Ressurection is one of my pet peeves with D&D. It undercuts basically all the possible drama that comes from what should be an important moment.
If a character dies, be it a heroic death, a tragic one or even a stupid one, it should generally be permanent or only able to be undone at great cost.
I'd much rather my character just be dead than rezzed, unless bringing them back is going to leave a permanent mark of some kind.
Yeah it completely broke my investment in the campaign. Hard to really care when a char is brought back from the dead and the party reaction is essentially "cool now where were we"
Really the only 'resurrection' mechanic I think I've ever liked is cyber-resurrection from Dark Heresy. You take a recently dead or nearly dead character, and fill them with cybernetics to get them back on their feet, at the cost of severe damage to their mind and humanity. It basically turns you into a bionic zombie, and for some characters is a fate worse than death.
One of my favourite resurrection mechanics also came from dark heresy; it was a chaos artifact that could bring someone back to life if you put their corpse in the machine. Only, being a chaos artifact that draws souls from the warp, it was an object of high value to multiple factions, and your radical colleagues would no doubt try to kill you to steal the artifact, whilst your puritan colleagues would try to kill you and destroy the artifact, and in addition to taking corruption for using it you'd have a fair chance of being declared a traitor or heretic. To top it all off, once you went through the trouble of finding the artefact - using the artefact, there was a good chance the corpse resurrected would be a demonhost. So you'd then have to contend with the demonhost with all the skills of your dead comrade. If you managed to then capture the demonhost, and exorcise the demon, without causing so much damage that you killed the host - the player char would now be usable again, and this time they would gain all the benefits of being an exorcised character. You get to have resurrection, fight up hill every step of the way to triumph over life or death, and establish several good reasons why it's not worth it to try it carelessly.
I'd actually like it if D&D treated proper resurrection magic as much harder to do, instead making the readily available option be necromancy. Your character dies and gets the option of being brought back as an undead with their previous class levels intact kind of thing.
There are a few background descriptions for characters which are "revived". Like the "rogue/revived" and the "reborn" race, so there is definitely the framework for it, and it's easy to homebrew
Unfortunately, the chaos 40k is probably the one I'm not particularly interested in playing, personally. I don't really have an idea of BC games goes though. But I'd be worried of it being too "edge for the edgy throne" if you know what I mean.
I'm of two minds about BC. The mechanics heavily heavily reward aligning your character with one of the four chaos gods in everything. Skills, talents AND most of all, roleplay & actions. So a Khornite character gets rewarded infamy for making a charge towards a bunker over open ground armed only with an axe in hand. The kind of characters that worship chaos undivided like the Word Bearers, seek to master it like the Black Legion, or hold chaos in contempt and look at it as just another tool like the Iron Warriors or rogue inquisitors, generally have a much harder life. I remember having this discussion with some anon about how I was annoyed that characters sliding
towards chaos were usuallly very interesting characters. But the moment they achieved victory and reached apotheosis, they became living incarnations of just BLOOD or SCHEMING or POO POO or DICKS. They pointed out very correctly that it's almost like they were called the ruinous powers for a reason. And on reflection, I thought that Black Crusade had actually succeeded greatly in creating a system where the roleplay lore and mechanics matched up wonderfully. Because as you reach closer and closer to apotheosis, you resemble more and more your patron deity in action, body and values. If you choose to walk a path undivided, it is naturally going to be much harder because all the gods are pulling at your soul and all of them are trying to make you fail or choose them. So it's a double-edged sword, because if you try to RP something outside the spectrum of ALL CAPS PHILOSOPHY, it's going to be much harder. So it's more satisfying when you pull it off, but can bring its own problems, e.g. misaligned chaos players are expected to work against each other but not every group has the experience (or the maturity?) to pull off inter-player competition
That is the largest niche that exists among people looking for a game that isn't D&D.
The problem is not that he wanted all of those things, it's that the game he described wanting to play... Was DnD. But he didn't want DnD. It's like someone describing how they want bacon in between two slices of bread but they don't want a bacon sandwich
Encounters is supposed to include things like traps and social interactions. Convincing someone that they should sell you stuff at a discount, gate guards that they should let you pass, or fording a deep river for example.
I thought it was 5-8 combat encounters at a same CR as the party to exhaust your long rest resources & HD