I don't expect or even like hand holding. I just want a fair shot. Meaning if I'm a thief, I want a reasonable chance to stealth into a cave and find out what is around the bend so we can know if we want to attack, retreat, set a trap, etc. That's more fun than the equivalent of the "rocks fall, everyone dies" OSR experience I've had so far.I normally run max hit points at first level. I am also playing sporadically in another B/X game with the same rule.
Otherwise, I run my games RAW.
As I mentioned, RAW implies using the Reaction table which results in a lot more variety in encounter context than straight-up fights. By RAW, 90% of the time the 'ball is in the player's court' when it comes to whether an encounter is a combat or not.
This dramatically improves character survival at first level. When you add XP for treasure, it becomes even more fair and balanced. You don't need to fight to get XP... finding treasure is what matters.
That being said, I have pages of 'Death Certificates' of characters who
The thing is that if you die in my game, it is because of a choice you made.
There are no safety nets to bad choices, in OSR games. If I were a player in an OSR game, I would not expect any hand holding, so I offer none as a DM. That is where the fun lies in these games.
As I posted above, the reaction chart isn't in OSR games like Labyrinth Lord or Swords & Wizardry. I've never played B/X, but I do know it's very different from the OD&D base of many retro clones.