KidSnide
Adventurer
Death as "uncommon" is probably a good default, although I prefer a game where failure is uncommon and yet death is rare.
In a highly character-centric game, you want death to be relatively permanent (to maintain its narrative value) but you don't want to kill PCs randomly or especially often. In that kind of game, death should be the result of some mixture of error and back luck when the player puts the PC's life on the line to accomplish a worthwhile goal. That combination leads to a decidedly non-old-school low-lethality game, but -- a the same time -- the game generates a better narrative if the PCs sometimes have to deal with failure.
Creating a situation where failure can occur without a TPK is more about adventure design than it is about combat mechanics. However, at the same time, guidelines for flight and evasion can make it easier to run encounters where the PCs can choose to forfeit a chance of victory for an improved chance of survival. I suspect flight and evasion rules are also really useful in making a high-lethality sandbox-style game more fun for players who sometimes make mistakes in their selection of opponents.
-KS
In a highly character-centric game, you want death to be relatively permanent (to maintain its narrative value) but you don't want to kill PCs randomly or especially often. In that kind of game, death should be the result of some mixture of error and back luck when the player puts the PC's life on the line to accomplish a worthwhile goal. That combination leads to a decidedly non-old-school low-lethality game, but -- a the same time -- the game generates a better narrative if the PCs sometimes have to deal with failure.
Creating a situation where failure can occur without a TPK is more about adventure design than it is about combat mechanics. However, at the same time, guidelines for flight and evasion can make it easier to run encounters where the PCs can choose to forfeit a chance of victory for an improved chance of survival. I suspect flight and evasion rules are also really useful in making a high-lethality sandbox-style game more fun for players who sometimes make mistakes in their selection of opponents.
-KS