I have some inclination to agree with this, especially about not playing out meaningless combats.The excitement that comes from playing adventures as a game rather than a story is basedon not knowing if the eventual outcome will be an epic story about mighty heroes conquering the villian or a tragic tale of a handful of nobodies who got dissolved by green slime while trying to seek their fortunes.
If a game does feature life or death combat within the context of the game world then I see no point in running such combatunless those stakes are meaningful. If only a handful of combats were deemed interesting enough to be considered potentially lethal then I guess I would only run a handful of combats for the entire campaign.
Rolling the dice for combat under any other circumstances is like filming the walk-through. Whats the point?
When playing the game, death as a possible result of engaging in combat (any combat) is part of the decision making process that helps define the choice of joining combat as meaningful. If the players are aware that the mechanics and the tweaking will generally see them through the "regular" combats then how is their decision to engage in the activity meaningful?
If the DM has determined that an encounter is relatively meaningless then why play it out?
But I also have some inclination to agree with this. And I'd add - part of what can make a combat fun is that the players get a chance to express their PCs via the action resolution mechanics. This is a bigger deal in some systems than others - not such a big deal in AD&D or RQ, where there is not much round-by-round choice to be made (your best attack, defence etc were already chosen at character generation) but a big deal in 4e and Rolemaster, for example, because every round the player has a range of options from which some selection has to be made. Especially where those choices are flavourful and affect the way the combat unfolds, they can be meaningful choices even if death is not on the table.The fact is that Dungeons & Dragons is a game and some people find the mechanics of combat themselves fun.
To give a concrete example. Suppose the player of the samurai chooses a high risk, high reward strategy. If the samurai cuts down all the opponents like chaff, we have a story about prowess and also, perhaps, about arrogance. If the risks are realised, and the samurai is actually beaten off by one of the opponents, having to fall back and receive healing wile the monk goes on to finish the combat, then the story becomes one about reliance, teamwork, succour and perhaps comeuppances.
These meaningful player choices which lead to differences in what's happening in the story - both in the gameworld, and at the metagame/thematic level - can take place even if PC death is not on the table because the samurai and monk are virtually guaranteed, if played cleverly, to wipe out the opponents one way or another.
To try and reconcile my two inclinations: I agree with Exploder Wizard that we should avoid meaningless encounters, but really want to stress that combat and encounters can be meaningful (for some players) even if death is not on the table because they can still provide an outlet for meaningful choices that express the character of the PCs and drive the story forward. And I'm saying this not just as theory, but based on my actual play experience.
On the other hand, Exploder Wizard, I get a strong sense that what I've described is really not the sort of D&D game you're interested in playing. And obviously that's fair enough. I'm enjoying this conversation about different playstyles. Apart from anything else, it's making me work hard to try and express what exactly it is that I enjoy about fantasy RPGing, and how the mechanics of the game feed into that.