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My rules of thumb are that you should abandon a quest (retreating from battle if necessary) if any of the following happen:
-Three characters hit 100 stress and become afflicted (two and a virtue is tolerable for a short while, but if you have a long way to go, it's still probably best to get out).
-One character hits 140 stress or more.
-Multiple characters are at death's door or single-digit HP and you can't get them back into shape
-You're outside of battle and a character needs to survive one or more death's door checks from a lingering DoT you can't treat.
-A character dies
There may be some edge cases (if you're otherwise in good shape or and/or close to the end, it might be worth trying to push on for a bit with a three-man party), but usually if you stick to these guidelines, you'll never be in a situation where you need to worry about heart attack chains or party wipes more generally.
EDIT: Also, I'm pretty sure heart attacks will first bring your characters to Death's Door. Then another one will kill them.
Plan your attacks, who to attack, who is the threat.
The game reminds you every single time you turn it on that it is a game about risk and reward. If you forget it, it's your fault.
The RNG is very tolerable on this game unless you get 3+ crits to a single character in a row, /that/ is bad for you.
They chain together.
Giving day 1 tips saying you can do X and Y better doesn't address the fact that escaping from a battle and then dying as a result of escaping is a bad mechanic.How long you stayed in the dungeon before that or what series of events brought you to high stress is irrelevant.
It's only a bad mechanic if the goal of the game is to coddle bad play.
Except it's a bad mechanic. Coddling bad play would be saying saying time to leave because a single hero becomes afflicted. That would make for the most boring game ever. I still haven't heard a good argument on why retreating shouldn't be an option.
Retreating is an option. Retreating after having heroes at 170 stress is an option as well, assuming you are trying not to lose them all. It's simply that waiting until things are horrible and you're deep into the afficition/stress/death's door spiral is very risky and has negative consequences. You will lose a hero - it's like retreating in the Darkest Dungeon. This is sometimes the best bad option, do you try to push forward with two heroes left (or with afflicted heroes, one that's already reached 200 stress?) or do you save your trinkets and one hero knowing you already screwed up. Loss conditions don't mean you get away clean. When you push your heroes to the edge you pay a price.
The risk should be dying in battle (characters forfeitting turns, missing, crits, etc.), not after. That is the problem I have. If you die in the process of retreating, I agree, tough cookies... but if you successfully retreat and then wipe, that's pretty stupid.