Is there an item that helps against pheggits trolling your party with Thwack?
Death protection items. But you probably won't find anything 100% to cover it. Especially early.
I am currently sitting at 37 lvl and best protection i can make is for dark damage and it is about 75% from all equipment i can muster.
Problem here is that every enemy dies in 3-4 turns so there is no reason to use it at all even if you farm stuff.
This is why I get pissed off when people moan about 'hp bloat' and 'bullet sponges'. If your enemies die in two attacks obviously you'll never bother with status effects.
I don't thin it is issue with hp bloat or lack of it.
Problem here is that there is no enemy that actually uses such attacks in consistent way or when they attack they don't actually pose any threat to party that has healer. If enemy dies in 3 turns then you should also have ability to die in same 3 turns.
HP bloat IS a problem though regardless of game you are talking about and i disagree with you. The more numbers you throw then more you make stat comparison tool and take out tactics out of combat. Good analogy of that phenomena is argument about boxers. If you put 1 average boxer and 1 master boxer and give them 1 round only then there is reasonable chance that 1 average boxer has a chance to win. But if you set condition of win as 24 consecutive fights and winner is the one who takes majority of fights home then that average boxer has no chance of winning. Summing up. The more stats you put in place the more predictable system becomes and less fun.
In case of DQ11 hp bloat doesn't really exist. It is enemies who are weak that is the problem. I spend now nearly 40 hours and only tentacle monster was hard fight but aside from him everything else didn't require any planning, just faceroll. I kind of get that generally DQ is created toward younger audience and some of people need to learn as they go but there aren't really any curveballs either that would require you something else than choosing attack and spell>heal. This might change though when i hit end game.
Still i have one heck of a fun, mostly thanks to characters. I kind of scratched off completely traditional jrpgs for past 10 years because i fully believed that formula just doesn't work in era where most of combat systems are deeper than just pure hp attack comparison but DQ11 is kind of proving that jrpg can still exist, it is just that devs are shit and couldn't either make something good or couldn't innovate enough to lose junk that was not needed.
Now real question is.. does DQ11 even need exploration>combat transition ? I mean i don't expect YS out of this but something YSish mixed with FF12 active turn system would be nice thing and flow better imho. Or even better make it YS + Gambit system, or alternatively Vagrant Story system for spells and abilities that stops time while default attacks and spells won't + Gambit system.
I mean DQ11 doesn't have any positioning (not even lines) so turn combat in special arena doesn't make really sense.