Puddles
Adventurer
Fair point indeed. I shouldn't presume that all players dislike Save vs Death mechanics!I think you had an overall thoughtful post, but I wanted to single this particular section out for a reason.
Most people, myself included, often fall into the trap of assuming that everyone agrees with me- most likely because I am smart, witty, articulate, and correct. That said, there are people that for whatever reason (most likely due to defects of their upbringing, such as being dropped on the head by their Uncle Goober and/or showing an unfortunate appreciation of Bards) do not agree with me.
The actual existence, and continued popularity, of games that involve mechanics that either are, or resemble, save v. death (whether people are continuing to play "old school" editions, or clones, or whatever) would seem to belie your statement that everyone agrees that those mechanics are terrible in play. I would even say that those mechanics are the quintessential (or, from your P.O.V., worst) example of an event that the player has no control over, that can result in death.
This doesn't mean that the player can't prepare, can't make plans, can't have contingencies, can't avoid combats, can't play safely, but sometimes, you just roll a 1.
I don't think that these mechanics qua mechanics are good or bad necessarily, and I do think that there are sound reasons for a lot of games to move away from those types of "unfun" mechanics, but I think that you have seen credible reasons in this thread why there are those who still enjoy playing that way- sort of a rule utilitarianism; while the instant event (failed death save, character death) is unfun, the overall experience of the game that has it, for those people, is more fun.
So I think that people might have different reactions to your overall post; on the one hand, players might appreciate that you put in "loads of hooks and levers for my players to draw upon when things start getting desperate" to change the conditions; on the other hand, I know that if I were playing, I might feel insulted that there were these obvious hooks and levers to bail me out of a situation; it would remove my sense of agency and triumph were I to succeed because it would feel too much like DM ex machina. That doesn't make your approach wrong- it sounds like a lot of fun! But different people have fun in different ways. Heck, did you realize that there are people that actually enjoy playing elves? Dead-eyed soulless automatons. Harumph.
With regards to my "hook and levers", I don't make any of them as obvious get-out-clauses, nor do I have any intention or idea on how the players can use any of them to their advantage. I just find the more stuff I put in an encounter environment, the more harebrained schemes the players can concoct when things go south.
When a battle is being fought in a plain stone corridor of a dungeon, you are basically saying "the only avenue to success is for the players to roll above average", and inviting the chance of bad-luck to ruin their time, whereas once you start filling that corridor with things that can be interacted with, you promote many more avenues that the DM or players would never consider until the heat of the moment. It doesn't mean the players can't fail. Everything must be reasonable, and has dice rolls attached to it. It just puts more dice rolls between the player and death and makes it more likely that bad-luck will not prevail right to the very end.
The classics are a chandelier to swing on, or a cart to knock over whilst fleeing. It would be DM ex machina if the DM suddenly announced their presence mid-battle, but not if they have been there right from the start. So I make sure I put lots of work into the terrain and the dressing of encounters as they give the players the tools I am talking about.
Other levers I like to use are one-off magical items given far in advance. For example, I have just given a player 1 crossbow bolt which detonates with the effect of a Fireball. I don't know when or how, they are going to need this, but having it in their back pocket means that one encounter down the line that might take a turn for the worse might instead be overcome.