Reynard said:
Mortal Combat
In any given combat, there should be a threat of death.
I don't agree with this, personally. I think there should be a threat of death in combats that matter (i.e., combats that are central to a given adventure) but I've seen the above attitude used to justify the death of a supposed hero at the hands of a peasant with a broken stick in systems (including D&D) that employ critical hits -- and, really, if a peasant with a broken stick can hand your ass to you
ever, you weren't much of a hero to begin with. You were a
joke and pretending otherwise is pointless.
In a game where the PCs are supposedly heroes, unheroic death should
never be on the table. That said, let's not confuse this with death by low-level creature. That's fine. Getting killed while fighting goblins is heroic because it's something that normal folks don't do as a general rule. Getting killed by the local bully in a pub fight intended to serve merely as a set-up for adventure because of blind luck is
not heroic (at all) and should never happen. It's not a matter of lethal versus non-lethal, but heroic versus unheroic.
If you're running a game that is supposed to be heroic, then it had better be heroic. Telling your players that X is a game of heroism and adventure, then running it like it was Papers & Paychecks will drive away players just as fast as a non-genre appropriate level of lethality in combat will.
Random Death
Even outside of combat, adventuring is dangerous business. The environments into which adventurers go to seek out fame and fortune are often hostile, even when not teeming with monsters. A fall from a high cliff or down a chasm can end a character's life as easily as a sword in the ribs, or even more so. The spores, molds and fungi (the ones that aren't actually "monsters") that grow in the underdark can kill just by being there. And of course there are traps, from swinging scythe blades to poison needles to spiked pits. The existence of these kinds of dangers force players to use at least some of their resources to guard against them, if the consequences of failing to do so are made clear.
That I have no problem with, though it's worth pointing out that this kind of death is hardly random -- the DM chooses when PCs come into contact with potential lethal threats of the stated nature. If by "random" you mean that these threats deal a random amount of damage that may or may not kill characters. . . well, so do sword blows. I think you'd be better off calling this kind of death "Death by Environment" rather than "Random Death".
What Mortality Provides
Character death shouldn't be punitive -- it should be a natural consequence of the many elements that encompass play: player choice, uncertainty, the rules and the DM. It only "teaches" insofar as after it occurs, or nearly occurs, it should inform the players' future actions. DMs should never "decide" to kill PCs because doing so cheapens death as a consequence -- if it is inevitable, the only behavior it fosters is the players getting up and leaving the DM's table (as well it should). Nor should players be given control over their own mortality in a narrative context ("I want to die heroicly on the High Clerists Tower") for much the same reason.
I agree with all but the last sentence. There is an entire successful sub-industry of RPGs devoted to giving players the kind of narrative control which you seem to think can only succeed in driving players away from the table. Multiple companies and several RPG products seem to suggest that the reality is quite a bit different. There is an established market for games that give players a large degree of narrative control including (and, perhaps,
especially) the right to narrate their own character's death.
The Impermanence of Death
Typically, death in D&D is a temporary condition. How temporary, which is less a function of the rules than it is a function of DM choice, informs the degree to which character mortality achieves or fails to achieve its intended function. If death is essentially permanent because the processes by which characters are returned to life are impossible for characters to use, character mortality is extremely powerful. However, under these circumstances, a sense of fatalism can result that eclipses the benefits of the recognition of the character's mortality. Equally problematic is ressurrection that is too easy. If returning from the dead is cheap, abundant and/or without consequence, mortality becomes "time out" at worst.
I agree with all of the above cited commentary with the caveat that, sometimes, a "time out" isn't a bad thing and, indeed, may be preferable depending upon the sub-genre of Fantasy being emulated.