Ah, but resetting the *entire* map, when some of them can be quite long is a tension in it's own right. It's not the tension of losing a unit permanently, but it is the tension of losing a lot of time. But that's what I mentioned in my very first post in this thread: There's advantages to every kind of way of playing Fire Emblem. "Iron Man" runs where you let people die have the tension of truly losing a unit. "Reset" runs have the tension of losing time/progress. And Casual mode has the advantage of letting people play at their own pace and let them create their own tension where they want.
It boggles the mind that people have so much trouble understanding this.
I have no problem whatsoever with those who want to play Casual (and have said repeatedly that I'm grateful it exists, as it's in the best interest of the series), but I
do take extreme exception to the pervasive misrepresentation of Classic-with-resets from people who literally don't understand FE's mechanics or save system despite having ostensibly played the games.
No-death reset runs are the
harder way to play. Iron Man runs where you take your losses on the chin are great fun, but there's a reason I play them second as an easy mode for kicking back and playing sloppily when I've already proven to myself that I can struggle through my chosen difficulty perfectly. This isn't balanced like XCOM (where Iron Man is the game in its purest form, troops are designed to be expended and replenished, and squad wipes have a way of snowballing very quickly): you have to lose
quite badly in FE for resource/XP depletion or the under-levelling of your B-team to really catch up to you.
I'd actually be overjoyed to have a third setting above Casual and Classic where the game automatically slaps you with a Game Over for any character death, just to save me the trouble of resetting and to make the distinction clear: that resetting isn't a cowardly cop-out but a self-imposed Game Over.
Out of all the things I come across in conversations about video games, this is the one canard that keeps on whizzing back like a boomerang and makes me wonder if people are paying any attention at all to what they're playing. But this isn't the only genre where certain players, I've realized, literally do not understand the challenge introduced by playing perfectly without checkpoints or instant save-scumming, and perceive any repetition of content or substantial cost in time as "artificial difficulty". I think some individuals just don't perceive time as a cost, a penalty, or a meaningful and well-designed source of tension and difficulty—and that is a mindset I cannot even begin to comprehend.