Cyberzombie wrote: Look. I know losing sucks, but that doesn't mean we should have every football, chess and poker game end in a tie because we're afraid that one player may not have fun.
If you're playing regular chess and one player is still playing after the other player has lost, you're doing it wrong.
If you're playing poker, and a player has a chance to go bust before he even has a chance to make his first bid, your antes are probably too high.
Team sports are an interesting example, though. In most sports, it's possible (if unlikely) that a player could go from being perfectly fine to being knocked out after a single action (through injury or by getting kicked out of the game for a serious rule violation). I would argue that in almost all team sports, those actions are highly discouraged, though.
Cyberzombie wrote:While save-or-dies may result in frustration, I've never seen them result in boredom.
(a) That's pretty faint praise.
(b) In my experience, having a PC killed or turned to stone or whatever in the middle of an adventure almost always means: abort the current adventure to walk back to town, fork over some money for a cure, then walk back to the adventure site and resume where we left off. Even if you hand-wave some of that, it's usually pretty dull stuff.
One more thing: adding save-or-die effects to 4E while keeping the same system of "spam the exact same goddamn at-will power twenty times in a row" would not make it an interesting game. I would have thought that was obvious.