+1
I don't understand why people keep bringing "realism" into the discussion. Karakura is anything but realistic, it's a fictional island city where crime runs rampant, so much so that the city itself is governed by a gang member, you can quite literally commune with ghosts and spirits, failed portal devices lie dormant beneath the surface, among many other examples. I've read through the whole thread and one of the major concerns of people who are against this amendment is that people will begin baiting major assault permissions instead - how it isn't realistic that a large part of the students would have prosthetic limbs, glass eyes and missing fingers. I ask you, then, how is it any less real than what are essentially senior high school students being killing machines with body counts in the tens or an incredibly high unnatural death rate, particularly for Grades 7 to 9 teens? At least this way, we aren't wrestling away control from players. As has been said multiple times over the course of this thread, forced character death is frowned upon in most roleplaying communities, and from the name of this server, I'm led to believe we are one, too.
While this may drive away a certain crowd of combat-savvy players, I think it's worth it to bring in a new crowd of people who are interested in exploring a new avenue of roleplay, one that is, yes, very predominant in SchoolRP, much to my own surprise upon joining. People may say that this will kill GangRP, but I disagree. I'm of the humble opinion that restrictions breed creativity. Through this, gangsters will have to find much more interesting ways of damaging their targets. For example, I've been watching the kidnapping of Yui Tsu closely through secondhand screenshots and news reports, and I am simply in awe of how much more intricate it is than most Gang Roleplay actions, in spite of there not being any killing done. Many more interesting ventures will open once we peek through this curtain of uncertainty and unwillingness to change.
Lastly, roleplay should, in my opinion, be collaborative, not competitive. This doesn't mean that characters can't be on opposing sides of a fight, it simply means that, out of character, everybody should be satisfied with the outcome of a story. By introducing this rule, the competitive aspect isn't even fully removed, for those who enjoy playing like that, it's just that the most severe outcome of a situation is removed.
In the end, we may all theorise. We will disagree, we will agree, we will agree to disagree, but the truth is that we won't really know what will happen until the rule is set in place. I think collaborative storytelling isn't a theoretical exercise, it's a practical one, so why not give it a try?