Bear in mind that if you warn your players that the risk of PC death is going to be high and you don't give plot immunity (making 3 failed death saves actually mean the character dies), then they tend to adapt their playing to match. Even though my current party is almost entirely new to D&D-- and only 1 of the 5 players is tactically adept-- they've managed to play through LMoP with minimal losses, even with there being more enemies and more difficult enemies than in the default module.
Giving a safety net is good, but it can make the game too easy, or too videogame-y. "You die and go back to your last save point" doesn't feel like D&D to me, and even if you lose your equipment that favours classes that only need a spellcasting focus to be working at almost peak effectiveness rather than martials.
Giving a safety net is good, but it can make the game too easy, or too videogame-y. "You die and go back to your last save point" doesn't feel like D&D to me, and even if you lose your equipment that favours classes that only need a spellcasting focus to be working at almost peak effectiveness rather than martials.