T. Vargas: Good thoughts. I will additionally say there are ways to put in danger, convey danger, feel danger, without making the jump directly to “your character’s dead; roll up a new one.” Just one example would be inflictions and infirming events (even for an extensive period) that can teach new players how close their lovingly crafted characters came to permanent exit.
Conveying danger mechanically can be a bit of a challenge. If you're not invested in a character, you're not too fearful for it. If you are, you may be /too/ fearful for it to have it behave heroically. If you blow through a few characters, you may be blaze about character death, which also saps the sense of danger. It's a delicate thing, and I'm not /sure/ lethality in the system helps that much, but I can see how it /might/. Say you roll up your first D&D character and it dies, you think 'wow this game is deadly.' Then you roll up your second character, play it a little more cautiously, get a little luck, and it survives to 2nd or 3rd or 5th or whever it becomes pretty safe in the ed in question. By 9th or so, even if it dies, it can be resurrected. So, you're now in basically no danger of lasting death, but you have that first impression of 'this game is deadly.' Of course, your first impression could also be 'this game sucks' and you never play it again. :shrug:
Your points bring to mind something important: The number of female players remains, despite some modest improvement, dramatically under-representative of the general population, thus limiting the market potential and possible long-term viability of D&D.
Well, I'm sorry for that.
I believe it has direct correlation to this lethality problem. The 5E game is asking players to go to a great deal of immersive investment in background, goals, ideals, bonds, flaws, etc., an investment that will require the corresponding time and life energy on the part of the player to do so. And it is more common for a female player to go into greater depth and richness in this type of creating. For 5E to so casually put this at great risk, especially for new players, is a major foul. That it creates giant contradictions of stated intentions and inconsistencies in execution by doing so is a further foul. For most anyone, anytime, having a significant amount of time and life-energy in something you’ve created is, to put it far too mildly, not going to be well received if that creation is effectively destroyed. Yet that’s what happens by the high lethality problem. In today’s time starved environment, one rich with alternative entertainment options, almost no one is going to put up with that. Certainly almost no female. I learned this lesson early, when the dice killed a female player’s lovingly crafted character early in a game I DM'd. I have since watched it play out its regrettable foregone conclusion in too many other DMs' games.
I'll offer an anecdotal counter-example. The first 5e playtest I ran, a player spent hours building and creating backstory for her character. It died on, it's turn, on the second initiative count of the first round of the first combat of the first session of that first Encounters playtest season. Critical hit, reduced to negative hps, 1 away from death, failed a death save to avoid taking that 1 hps, died. If she'd just rolled /lower/ initiative, someone could've stabilized her.
She took it in good humor, reprised a similar character at the next session, and played through the season. (Admittedly, she didn't participate in the playtest again, but she was big enough to finish the season.)
5e Encounters, BTW, lets your character be automatically raised by the next session, if you belong to a faction and are under 5th level. (Maybe each faction has a mass-raising party every Thursday and gets a bulk-rate discount.) So it looks like bringing up this issue during the playtest wasn't a complete waste of time.