Most roleplaying games involves "the risk of dying". I put that in quotation marks because if something goes south for a character "in an unfair way", most GMs will start fudging die rolls to avoid "an unpleasant experience" for the player.
This bring us to the question: Is the risk of death actually something that the player wants, or just that he feels that he wants?
Action movies depict combat in really dramatic ways, where the protagonist faces opponents equal to his level, and not creatures tailored to be beatable at his level. When you employ the latter, is it really action, or is it a slaughter fest? Are the characters really heroes, or just executioners feeling heroic, while carrying potions of healing and ressurrection?
This is why I want to stay clear of combat in my games. Besides the gambling aspect (which I've avoided talking about here) it's just an undeserved ego-boost. It's XP farming. Surely there are more actually exciting ways to roleplay, aside from feeling that your very life is being threatened. You can't approach the brink of death, while at the same time not being prepared to die.
I feel this to be true in computer games as well: Dying isn't really dying, unless the game specifically "features permadeath". ...because the player wants to feel like they may die, but they're not willing to actually die. They want to feel like they're badass, but they never really had to deal with the consequences of it, so how badass are they really?
...so take my advice, at least in campaigns outside of Paranoia: Have the characters do other things than fight. Come up with exciting dramas, scenarios and consequences, that doesn't involve weapons and mortal peril.
That's my opinion. I never said that it was a popular opinion, but it exists none the less.