Or put another another way: if the most commonly understood best practice of a mechanic is to telegraph it so thoroughly that your players are motivated to do whatever they can to avoid the mechanic altogether, is that really the sign of a good mechanic?
See also: encumbrance rules and bags of holding
The thing to keep in mind is that saving throws don’t happen in a vacuum. A player decision leads to the situation the causes the saving throw.
Yes.This is true. Unless the players are being dragged along from situation to situation by the DM, the players decided to put their characters in a situation where a die roll could say they die. I would hope that the DM telegraphed the possibility to some reasonable standard prior to that point so that the players could make some informed decisions which is fundamental for a fair challenge in my view.
A corollary to this is as a player, you got be alright with what happens in the game. You got to trust the DM. There are jerk DMs but they aren’t the norm:Yes.
But a half way decent DM isn’t doing that.
I mean the choices of the players have to lead to appropriate consequences. These consequences need to be explained clearly. If that is done successfully, anything goes.
Maybe save or die requires a more skilled DM to implement. That is a good thing as it drives the development of better DMs.