I don't think my suggestion is taking away "real permadeath" mode, since you're not forced to use it - but I understand how "being tempted in the moment of intense frustration" amounts to something similar.supermini wrote: Because it cheapens playing roguelike mode if you can just change your mind when you die.
When I decide at character creation that I am playing roguelike, I know death is final and I won't be able to change my mind, no matter how good the run was or how close I was to clearing it. In a lot of cases I would have changed my mind and switched to adventure in the moment of frustration. I don't even want to have that option and be tempted by it, that is why I choose roguelike mode and not adventure with the idea to get 0 deaths. We already have a legitimate way of playing with multiple chances, so why do you want to take away real permadeath for people who enjoy that sort of thing?
In any case, it seems that some people agree that the current interaction of Nightmare difficulty and achievements ("Play roguelike mode or you can' get acievements") is suboptimal, but there doesn't seem to be a lot of support for the particular solution I'd prefer.

I think I have to apologize as well. Upon re-reading your post, I noticed that you were talking about "roguelike mode", not of "roguelikes in general", so your post wasn't as general as I perceived it. I've probably been in one too many general discussions about roguelikes and permadeath, and that influenced my way of reading your post. Sorry for that, and thanks for getting back to me. No hard feelings on both sides, I suppose?supermini wrote: You took my post as some sort of a lecture and almost got offended...I was just trying (poorly) to get across why I play on roguelike mode, and in retrospect it did sound like a lecture. I apologize.
