Sarisio: I am sorry to say that but vast majority of CRPGs (before 2000s and its heavy focus on graphics and story) had respawn and you could come back to earlier areas and be like god there. It is harder to remember CRPGs which had no respawn pre-2000s, and those were basically some action/smth hybrids.
Might&magic, baldur's gate, ravenlfot stradh's possession, stonekeep, etc.
Lots of rpg before 2000 didn't have respawn or just limited respawn like in lands of lore.
some rpgs had respawn but it didn't change that respawn is the cancer of rpg for lots of reasons.
dtgreene: I don't want diablo-like; I like my turn-based gameplay. When I am thinking of playing an RPG, I am generally looking for a turn-based game. (Of course, I am thinking of giving Morrowind another go, and that game is not turn-based; on the other hand, it does have respawning enemies (Cliff Racers, for example).)
The problem of respawn is that broke all characters progression (if with respawn you can have high level withtout exploring the game, all the game will be too easy and no fun.), broke all the coherence of scenario.
Why ennemies respawn when you have killed them? It's not logicval except if there is a reason. In M&M6 there is no reason. In lands of lore, there is a reason. the problem is that in lots of rpgs using respawns, respawn is never justify.
There are lots of reasons why respawn is not a good thing and bring nothing.
stephane910: That's only a good solution for shorter games; for longer games (like nearly all RPGs), it isn't reasonable to have a player restart after 8+ hours of gameplay.
Now, if a game were only 2-3 hours (at most) long, restarting wouldn't be such a bad idea.
It's a very strange idea.
When you make an error, you resstart. It's normal.
If you won't restart, you must play at games where mistake is not a problem.