Reynard said:
Collection of Statements that Lord Zardoz mostly agrees with in principle.
Most of what you say I agree with, particularly in the impact of strong tactical play by the DM, and in letting the dice fall where they may. However, there are some key distinctions I would make.
First, while player mortality is in general a good thing, I have found that killing a character off will often result in the player rolling up a clone. I have found that character death in the literal sense is something to generally avoid. Character death is not so much the goal, as is Character Defeat. However, the only real distinction is that as wherever plausible within the narrative, you do not equate a total party kill with having to roll out new characters. If you can justify the character survival in the narrative, do so.
The second point I will make is that random character death is generally not a good thing. While you could put a 10d4 Con Poison with a DC 35 Fort save on some food the players purchased due to a random die roll, this will not result in your players giving you a high five for creativity. As long as the players have had adequate warning that their characters are in danger, they are fair game. This can mean in the midst of a dungeon or wilderness environment, or it can mean hitting them with an angry dragon when they decide to seek out a dragon lair to loot. Alternately, if the unexpected peril they are facing is somehow plot related, and they have a reasonable chance of defeating it, by all means knock yourself out.
Eseentially, what I think is a more accurate guideline to achieve the kind of effect you describe is this. For every encounter involving any real peril, there must be real chance of defeat, and a reasonable chance for victory.
END COMMUNICATION