clearstream
(He, Him)
But wouldn't it make more sense to do the exact opposite? To have a learning curve, by starting easy (with a safety net between levels 1-3), and slowly increasing the change of death? After all, the higher level the players are, the more HP they have, and the more abilities they have to prevent death. Isn't that why monsters with insta-kill deathrays are of a high challenge rating?
Player experience is a separate axis from character level, right? For a novice player, it might feel right to reduce chance of death. For a veteran, a safety net is likely unneeded - no matter what their character level.
I might not correctly follow your second point. Do you mean that death becomes a more likely encounter outcome at higher levels? That exacerbates the problem, because wager*risk outstrips pot even faster than I described. If you are right about that, then reducing permanent death through revival magic becomes even more important. Right?