4E, though, goes a few steps further than just tailoring your adventure for the PCs you intend to run for. You may say that 3.x did something similar, but it wasn't so blatantly "coddling" as 4E is. How else do you explain Minion monsters, a creature that, in spite of generally comparable abilities to similar level monsters of its type, only has 1 hp?
Because the designers were looking to have a certain kind of encounter that was difficult to get right under 3e - the one where you're facing over a dozen opponents who won't necessarily overpower you, but won't be completely worthless, either.
Or the passage where it talks about Falling Damage, not to put an encounter where a fall would mean instant death to a low-level PC.
Reading threads like these, it's almost enough to make me think, after every statement in the 4e DMG, they should have put an asterisk with the note
*Unless your group finds it fun!
That would have gotten repetitive, though.
The 4e DMG is mostly
advice, not rules. The falling damage table is advice. The stuff about hitting PCs when they're down is advice. How to apply a template is rules. If you flip to page 7, way before any of that other stuff, it's pretty clear there's no single right way to run a D&D game - just do what's fun for your group.
I guess I don't treat PCs as automatic heroes, they have to earn that honorific. I run a game of High Adventure. Conan, Raiders of the Lost Ark, that sort of thing, where death can come instantly if you don't think fast and move fast.
I'd call those two cinematic, not "death can come instantly." But regardless...
I get what you're saying about the sudden death thing. 4e is not as lethal as 3.5
in that way, by default. 3.5, too, is
much less lethal in that way than 1e was... It lacks save-or-die poison, nerfed disintegrate, nerfed Harm, has easier saving throws, weak level drain, and so on.
-O