Both times I managed to equip it right before getting ambushed by a difficult boss 
Don’t think I’ll bother with the fragile charms anymore. The busywork they punish you with for dying isn’t worth it.
Both times I managed to equip it right before getting ambushed by a difficult boss 
Don’t think I’ll bother with the fragile charms anymore. The busywork they punish you with for dying isn’t worth it.
The core design is a checkpoint system with progress being saved (so if you open a chest or a shortcut or beat a boss and then die without reaching a checkpoint again, that persists anyways). Ideally that also goes along with refreshing consumables and there not being any truly finite consumables at all, but including a few finite side things to hide just how hard this design favors the player and holds their hand seems like a tradition that won’t go away. Dropping but being able to recover a non-bankable but infinite currency is also one of the fake risks it commonly uses to make it feel riskier too.
The whole thing is a big attempt at merging save/reload and respawn systems to make a model where you always gain something if you make progress, even if you fail too, while cultivating an illusion of risk or consequences even as the game picks you up, pats you on the back, and fills up your health charges to full so you can hop right back into things without needing to grind or buy more or anything.