What system have you read that approached character death the best?

By this I mean handling the issues that tend to plague the very idea of it, of taking a character that you've grown attached to over months if not years and saying 'cause a grunt enemy got a lucky crit then too bad.

Some games do emphasize that death doesn't mean death, and just 'cause a party is wiped out doesn't mean they can't be captured or similar. But that doesn't always fit the narrative or tone of the game or situation.

And even in cases where the character gets taken out but gets auto-revived after the session, there's the issue of the player of the character not having much to do, not that they don't still get to enjoy the show of course. Could have them help run the monsters of course, but that's often more a houseruley kind of decision.

Not that players shouldn't receive some punishment for making bad decisions, but you know what I mean. The big thing I suppose is often the time issue, in that it's not often like a video game where you screw up and don't get to play for a bit but can get back in in 5-10 minutes once the mission is over. Depending on the game, a fight can last upwards of 30 minutes on its own, so even if you get right back up after it's still a fairly long wait.