Manbearcat
Legend
I hear this again and again about how this or that edition is 'more dangerous', but this is ENTIRELY up to the GM and the table! You can play with as much or as little character mortality and as much or as little adversarial challenge type of play as you wish in any rule set of D&D. Even given the basic standard conditions and expectations of, let us say, 4e the variation can be huge (IE there is no hard and fast rule about how much difficulty a party has to face in a day, and mechanically you can impose harsher or less harsh DCs and whatnot within a broad range and still live within the guidelines in the DMG).
Absolutely. And again, as I posted upthread, the dials and toggles for 4e to ramp up the difficulty (or outright lethality) are overt, intuitive, and well-integrated into the system as a whole. Things don't go utterly wobbly with overwhelming 2nd and 3rd order interactions when you flip them/turn them. The results are predictable. Increase encounter budgets by x, up-level foes by y, and z happens.
As you say, most parties will at least have one character who has training in Heal and high ability in it, which will make the mummy rot quite trivial to the whole party, unless you make a special rule that mummy rot is more of a curse, and the Heal skill will have no effect on it.
This is interesting to me. I think Healing being commons is likely the product of larger than average tables. Personally (and again, this is just personally...plenty of others have anecdotes on here of the opposite), I would never run 4e with 6 or more players. I've only ever run it with 3 players (2 campaigns 1-30), three short games (spanning about 7 levels) of 2 players, and a pair of solo adventures (5-6 levels).
In all of those levels of play, with all of those characters, I've seen Heal taken as a Skill one time...and that was for a Skill Power primarily. In the hierarchy of Skills in 4e, it is pretty bloody awful. Its application is extraordinarily narrow in Skill Challenges, it isn't Group Check relevant, and really has no use in combat Stunting, no use in overcoming Traps/Hazards, or combat generally. That leaves the activation of a few solid Skill Powers, a few relevant Rituals (CD, RD, RA), and the Disease Track. Conversely, I've had plenty of folks take Endurance as a Skill because it has a myriad of applications in Skill Challenges, has multiple solid Skill Powers, is extremely Group Check relevant, is a classic Countermeasure for a large number of Traps/Hazards.
Consequently, virtually every Disease/Condition Track that PCs have been afflicted with in my games have involved Endurance rather than Heal. The only time I can recall Heal being deployed was when a non-trained, high level Druid (huge Wisdom obviously) with a + Heal item treated a middling Con (maybe 14ish) Rogue that didn't have Endurance trained.
I've had 5 Ritual Casters in all of those characters/levels. None of them had Heal trained (so no CD, RD, or RA).