The player characters of my fantasy campaigns usually are members of a community,
and the players normally learn soon that their characters can use the accumulated
experience of their community ("How did others deal with that kind of problem?") and
that their characters are vital survival assets of their community ("We need you, co-
me back alive and well."). As a result stupid "heroism" is very rare, in most cases the
characters plan well and use all means available to them, like ranged weapons, terrain,
prepared positions, traps, fire, poison or whatever else gives them the necessary ad-
vantage to survive the encounter. And they usually realize that a fight to the death is
not always necessary, that it is often sufficient to be able to make life so unpleasant
for the "problem" that it decides to behave (e.g. leave the community alone) or to go
away.
"Mind like parachute, function only when open."
(Charlie Chan)