That's a moot point, because the player will know, and that's the crux of the argument. If that was my character you let die you dâmn well better believe I'd be pissed as all get out at you, the player, not your character. You chose a minor mechanical widget over my freakin' character. There would be words, and either a major change in how you play or one of us would walk.On the other hand....
How would the PCs know he could've been saved? Are they all Force users? Well then, shouldn't they all be trying to roll move to save him? If none of them are Force users, they'd have to metagame to hell and back to know he could've been saved.
"Couldn't you have done that handwavey thing you do?"
"Well, it doesn't always work."
In effect, you're saying that your character's "purity"—whatever that really means—is more important than my enjoyment of the game. I interact with the game via my character, take that away and I'm not a player anymore, I'm a bystander. Balls to that.
-EF
Yes. Aside from the issue of how can DS points and Conflict be interpreted and affect the character and the story, letting another PC die is poor player behavior.
BUT this also depends on the play group and the people involved. Like you this would bother me but it's possible the player whose character died wouldn't mind (and angelalex knew this). But it does seem like a serious breech of the "social contract" of a role playing game, especially among friends.
AND some of this should also fall on the GM as well. Again, each table has fun in it's own way but I have a problem with games where the GM "kills" characters without any meaningful story element involved or serious combat, especially in Star Wars where heroes are meant to survive all sorts of crazy stuff.