A lot of the times people talk about the risks present n older editions that were more deadly citing the benefits that deadliness had on the game or even just saying that it avoided some problem(s) in newer editions, but that gives a skewed representation of that deadliness to people who didn't play those older editions that looks even worse when held to the standard of meatgrinder modules like legendary tomb of horrors or many of the more recent osr retroclones like dcc where death is practically an excuse to do another shot. The risk present in most older editions was always something that could be adjusted through various means to fit the table but it's much harder to put back in with too many parts of the system fighting it than giving out extra potions wands and magic items was. Just pulling a few of the shorter examples that don't need much if any knowledge of the rules they were tied to in order to see the lengths the core books went through to help make that deadliness constructive.
here's a quote from 2e dmg page 139 about random encounter scaling
Here's another one from page 118
While prices may be a useless comparison, 120 has this to say about potions of healing
These are all from 2e, but 3.x had a lot of similar stuff. The deadliness was a tool to be leveraged just like all of the other tools provided & unlikebounded accuracy's a goblin or zombie is a threat to every level 1-20 it could beused to make players feel awesome as well as enhancing the mundane experience in the world
here's a quote from 2e dmg page 139 about random encounter scaling
"When uncertain, use a small encounter. It is far better for a random encounter to be easily defeated by the player characters than it is for the monster to overwhelm them. An easy PC victory gives the DM information and experience (so he’ll know to increase the difficulty of the next encounter) without harming the player characters and his campaign. A crushing PC defeat is almost impossible to correct without obvious manipulation once the encounter has begun."
Here's another one from page 118
it took 5e how long to actually make common magic items in xge?Simple and common magical items (potions of healing, scrolls with various spells, wands of detection) could require only that the proper things be brought together and ensorcelled.
While prices may be a useless comparison, 120 has this to say about potions of healing
For a good sense of scale there, a month of middle class & wealthy living expenses were 50 & 200gp per level respectively on page 51. 200gp was not far off from the level 1 starting fund range of many classes as another yardstickA potion of healing is a fairly necessary item, something the DM may want to be readily available to the characters. Therefore, it should be cheap, costing no more than 200 gp.
These are all from 2e, but 3.x had a lot of similar stuff. The deadliness was a tool to be leveraged just like all of the other tools provided & unlikebounded accuracy's a goblin or zombie is a threat to every level 1-20 it could beused to make players feel awesome as well as enhancing the mundane experience in the world