Which is well and fine for some people. Others view movies and novels as inspiration and not something for direct emulation. Some folks want a more stimulationist approach. I for one want a more simulationist approach and don't want my RPGs so directly emulating how fictional characters work so that my character is not being railroaded through the DMs vision of how the plot should unfold and I am not rushed along at the speed of plot.
But it's a game about fictional characters doing heroic deeds.
For example: In 3e, I ran my players through the Forge of Fury. After the first battle, they were out of healing from the cleric, out of potions, and two were unconscious due to some bad rolls and a couple crits.
The players escaped, ran back down the hills and to a town for healing and restocking.
A few rooms down the dungeon, they fought stirge and lost a ton of con, were low on hp, and out of healing.
Back down to the town for more healing (end of session one)
(session two) They went back up, fought through much of the forge and got in a battle with the Ogre leading the upper area. One character died, and two were unconscious. The other 2 were conscious, but out of hp healing and such.
They rested in the room, regaining their level +con mod in hp. (and were attacked by the nearby orcs who were patrolling later) and were still low after the attack. Opting, once again, to head back down, now that the cleric was dead, for more healing. (end of session 2)
By session 3, the players were no longer interested in going through the forge and gave up.
Because I liked the forge, I ran it again in 4e.
Though they took a beating, but were nearly through it by the end of the first session. They were able to rest in a room for a few hours, keeping guard (used a skill challenge to have them hiding out), and they moved on.
Now, opinions differ, but the 4e run was insanely more exciting and fun. The players enjoyed going through the dungeon and were able to push on, despite suffering some beatings.
I think the game should model a heroic-style and less realism. When I need the realism I can add it in narrative. I don't want my players being fragile and easily killed/maimed in the opening encounters.
Your games may differ, and that's cool, so long as your players enjoy it.
