This is the thing I don't understand. If you neglect hp/mitigation/armour and build for stealth, then get detected causing you to take fire and die, then the problem is...you are playing a stealth build thats getting detected? How much hp do you have and what level are you?
I don't care if the character has 100 HP or 5,000 HP. I doesn't matter if the character is built to be a tank with the ability to regenerate health every 5 seconds, or if they're a stealth build armed only with a knife. It doesn't make one whit of difference if a character is Level 1 dressed in rags, or if they're Level 30 with legendary gear.
Player characters should never be killed
based on RNG without the player having a chance to react.
This is a totally separate consideration than a game like Elden Ring, in which the player is
meant to die instantaneously to things, testing their timing and memory over subsequent attempts in order to 100% avoid that situation. It's a totally separate consideration for a game like ArmA, in which the point is to be a realistic simulation of combat scenarios.
But like every other player in the game, by the time I was Level 30+, I didn't have a mere handful of HP, I had a lot. And it would still happen. Plus, I'll say again,
I did not have any personal problem with it. I definitely rolled my eyes when it happened, but I was able to figure things out relatively quickly each time. It was still quite silly, IMO, but it only happened rarely. Definitely not enough to ruin my own, personal experience with the game.
I'm not addressing this topic because it was a problem for me. I'm addressing the topic because it is very easy for me to objectively support the OP's post and understand the complete validity of the complaint.
If it happens, it's a silly, trifling, utterly frustrating result that robs the player of progress with no chance for them to react. If it happens too much, it can and will destroy any sense of progression and enjoyment. Not really caring about it personally (for CP2077) does not negate the validity of the rationale. Neither does saying, "The problem is you need to deal with it until you're higher level. Or just make sure you don't engage in certain playstyles."
If a game offers a style of play, it should be as valid an approach as any other. No RPG is going to do well if only Warriors and Rangers can take multiple hits; all the other classes can be one-shot, so you need to play as a Warrior/Ranger if you don't want to constantly reload. It's a very simple concept: if I force you to randomly lose, without you being able to do something to counter it, that is the sheer definition of a "cheap shot". A "sucker punch". The player is "blindsided".
There's no challenge or sportsmanship in that sort of scenario. That's not a "game". It's a lottery.
I am curious, if the game showed you how and who killed you would that be good enough for you? That kind of thing can be done in games several do that already.
I did also want to mention that using DICE for damage and other parts of the game did not start with D&D. D&D was adapted from table top war games (that use dice) that go back more than 100s of years. Some speculated such war games go back even to 3100–2400 BC. Random crap happens this is why they still use some RNG even in today's combat simulators for the military.
Again I agree it should maybe not be in Esports where I get the contestants may want a competition void of luck (although random does not seem to bother pro poker players) but I do want SOME RNG to some degree in my free time for fun games because I like my games to be unpredictable so it feels more like the RL combat I am use to. As long as the RNG is balanced and fairly applied to the player and NPC.
I also realize that I have no problem reloading as long as the save game polacy is reasonable. That may make it harder for me to empathise with players that find it irritating. I get that is something players today may not be so comfortable with especially if it is shocking them out of the immersion today's games excel at.
That's what I'm arguing. It shouldn't ever come out of nowhere. There should always be some indication of what the game is about to throw at you. A challenge -- just like in PnP! -- where the game will present the player with a scenario, and the player will have to decide how best to handle that scenario based upon the strengths and weakness of their character.
When a player in a video game simply falls over dead, that's the same as a GM handling a PnP session like this:
GM: "Okay, fighter, you're up first. What do you do?"
Fighter: "Alright, I'll raise my shield and advance through the door slowly."
GM:
(Rolls dice.) Nope. You're killed.
Fighter: "What?"
GM: "I said you're killed. You died."
Fighter: "What happened?"
GM: "Well...that's kind of hard to know when you're already dead. That wouldn't be realistic."
Fighter: "Realistic? It's a game...I'm only imagining it to begin with. Why can't I know what killed me."
GM: "Those are the rules. What? All RPGs are like this. The dice came up bad, and now you're dead. Combat in this game is really dangerous."
Fighter: "So, what was I supposed to do?"
GM: "You need to learn to be more careful."
Fighter: "I was walking through the door slowly, with my shield raised, specifically looking for threats."
GM: "Maybe, but obviously that wasn't good enough."
Fighter: "How am I supposed to figure out what to do if even noticing it is based on a dice roll?"
GM: "I don't get what your problem is. Do you understand how RPGs work? Whenever you want to do something, you have to roll the dice to see if it works or not. If the dice don't come up in your favor, that's just how it goes."
Fighter: "So, now, my character is just dead -- for no apparent reason -- and what now?"
GM: "How about you try again?"
Fighter: "Okay, fine. I raise the shield and look
as carefully as I can through the doorway, checking for
absolutely anything that might look dangerous."
GM:
(Rolls dice.) "Sorry, you die."
Fighter: "Are you joking? What happened?"
GM:
(Laughing.) "You've got to be kidding, we just talked about this."
Fighter: "This is utterly stupid. What does killing me instantly like this do for the game, the story, or the campaign?"
GM:
(Shrugs.) "This is what RPGs are all about. The other stuff doesn't matter right now. Right now, you're in a combat situation, so it's all about dice rolls."
Fighter: "This is ridiculous. Is there anything that I can do to ensure I don't die immediately going through that door."
GM: "You need to either be stronger, or you need figure out what's killing you."
Fighter: "How can I do either if I'm just killed instantly, and you won't tell me what's happening?"
GM: "That's the game. I don't know what to tell you. You wanna try again?"
Fighter: "Fine, last time."
GM: "Whatever. You're choice."
Fighter:
(Sighs.) "Same as before, since I have no idea what the hell is happening. I go the door, shield raised."
GM:
(Rolls dice.) "Oof -- you get hit with an arrow from directly above you. There's an archer up there on a balcony covering the door. Lose 45 HP."
Fighter: "Are you kidding!? How was I supposed to figure that out?"
GM: "You need to pay attention and scout your surroundings first."
Fighter: "That's
exactly what I was doing. Wouldn't it make more sense to just drop some hints to let me know that the archer is there?"
GM:
(Laughing again.) I
did let you know he was there!
Fighter: "No, you just killed me two times out of nowhere, and there was no indication of anyone being there. The only reason I know about it now is because I was simply lucky enough to live through the attack. What the heck is a situation like this even for? It's just wasting my time!"
GM: "Bro, this is what RPGs are. This is how they work. You need to win dice rolls in order to win fights. I don't know what you expect me to tell you."
Fighter: "Let's just move on with it. I'll use a throwing knife to attack the archer."
(Rolls dice.) "Oh, for the love of...it missed."
GM:
(Rolls dice.) "Archer hits for 70 damage. You die."
Fighter: "Ugh. Again? Friggin...I'll go again, I guess?"
GM: "If you want."
Fighter: "I'll go through the door, shield over my head, and I'll get the throwing knife ready now."
GM:
(Rolls dice.) Nope. The archer gets you. You died.
Fighter: "I'm done."
(Gets up to leave.)
GM: "What? Come on! You just need to improve your character and roll better!"
^ That is what a video game does if it one-shots your character based on RNG. It's just stalling progress and adding needless frustration. If RNG is going to be used, then it needs to be balanced in such a way that the player has a pathway forward. If the player dies, they should understand what happened and what they can do to get by it. If it all comes down to simple RNG, then it's simply breaking up the pacing of the game, and wasting the player's time.