@Metazoxan
Tbh, it makes a real world sense to have each hero to all be considered heroes in that world since it's supposed to be more real world. Each hero can't exactly be the sole hero of the prophecy when there's so many other heroes running around affecting the same world. Plus, it's not impossible to do. I've even seen a few manga that have this idea work (admittedly, most are vrmmorpg based, but they still act as if the vr world was a real world of it's own).
The "suiciding for another chance at rolls" bit would've worked better if the hero didn't have to start from a baby and instead took possession of somebody at a proper age (and kept their memories). Since rather than spending maybe 15 years just trying to earn rolls in a normal way, they suicide and spent that long doing basically nothing for 10 free chances. Even 1 chance earned per year would've been more productive than suicide. I.e. "I killed myself 24 times this month so I could keep getting the first time bonus" vs "I spent (about) 360 years of time trying growing up and killing myself to get free rolls". IMO, the main issue isn't the excessive length gone to get free rerolls, but the unnecessary and inefficient method done to get it.
As far as I can see, the main problem here is how poorly mixed game logic and real life logic are intermixed (not that I really care, I just like leaving comments making fun of stuff).
For example, All the "heroes" have a purely video game mindset (i.e. kill and steal everything for themselves, there are no consequences, and dying has no meaning because you can just "respawn") and completely ignore any real world consequences (some of which are mentioned in later chapters). While the rest of the world is stuck to deal with it using their real life logic/rules (like families whose hero children commit suicide less than a week after leaving home or, again stuff mentioned in later chapters).