I’m going to pluck this out of my… well thin air as that smells better. I think what you are looking for is player engagement.
Let that sink in a tad. Roll it over in your head.
Death defying action…that’s effing cool as…well it’s really cool. Until it gets old.
You need to know your group, when combat is going to have consequence, it’s important, when it’s going to fill a 30 minute play time, skip it.
Endless high death defying combat gets old after five deaths or so. I stop valuing my characters and am interested in finishing the story.
Understand what you are playing and who you are playing with.
In a very lethal game I played in, one player just brought a new character with a different first letter constante to his name. Bob, cob, dob, fob, gob, hob… well it wasn’t bob, but that is my generic player facing NPC and Jim is my bad guy generic NPC. But you get the idea.
Lethality does not equal fun. Sense of accomplishment does, encountering something novel and overcoming it by your intellect make you feel cool.
Giving your players that!!! Is what makes them wanting to play. Not that we almost died just now, and oh that was almost the 4th time I died in the last 6 sessions.
It’s about making each player feeling special and that they contribute to the greater good. In their uniquely special way.
Adding lethality just adds to the Damage per round Arms Race.
But you are on to something, consequence…sacrifice. Those have lasting value if the players feel them. But imposing them to harshly…looses the escapism of most groups.
Not wanting to be a kill joy, just offering some perspective. If you go from losing 10 hit points is recovered in 5 play minutes to where loosing 5 hit points is a permanent wound on your character that changes movement or hit capacity…it changes the nature of the game.
ICRPG offers unlimited 3~5 session play. But much more thought needs to be given for 40 session play. What is your group interested in playing?
If lethality is increased and it has long term consequence on fun… players avoid heroics.
If experienced players know it is a one shot…we can dive in and play bigger than life.
If this is my character for the next 30 weeks…I’ll be more conservative with them.
All that said, if your players are enthralled with super lethal, play that…but know it is not the end all be all.