There are times I'll go whole floors without save scumming. But when I hit that one monster who you can't touch, or that Vault that you have almost no chance of surviving...it makes me feel like the game has built in 50 hours of failure to get to 5 hours of fun. And that makes me not want to play it straight, ever. You can only redo D: 1 - 10 so many times before you get sick of seeing it.
This means you can get a real feeling of victory when you overcome these obstacles.
How can you have fearsome bosses in games like TES where all you have to do is reload?
Fair point. But on the flipside, should players just *not* be able to accomplish stuff in game? Should players be skipping whole chunks of the game because they're just not doable? Is that choice or process of figuring out what will kill you supposed to be part of the fun?
Again, for people treating Crawl as a "run", I'm sure that's fine. Some characters can't do some parts, being able to do all parts means you've some how earned it.
To someone who is treating it more like a traditional RPG, a little part of ya dies when you see something in the Dungeon and you know you just have to completely avoid it.
And you can make bosses, and death, fearsome. Imagine Crawl with corpse retrieval and level losses as an optional way to play instead of hardcore. Bosses could still be fearsome and completely unfair, but at the very least people aren't watching 4 to 10 hours worth of meticulous playing go up in smoke. What really kills me is when I play a melee character who can kill virtually anything, and then you run into like a Hill Giant and it's WHOMP WHOMP you're dead. Or an Elven Blade Master you can't touch while he just whittles away at you every swing. It's times like that I ask Crawl "What am I supposed to do? Oh, skip it? How fun."