The Pipe Problem
Lets say you want to make a sculptie pipe to import into Second Life. You want this pipe to be long, skinny, and as windy as possible. You decide to use three edge loops per bend to keep the pipe looking nice.
Using the default 32x32 mesh, you come up with something like the image on the left. You wind up with nine or ten bends, which is okay, but not as bendy as you'd like. (Note that if you had accounted for any amount of LoD, you'd have even less bends then that!)
Now take a look at the cross section of this pipe:
There are 32 points on every edge loop in this pipe, which is a problem in more than one way.
First of all, you don't need 32 vertices to make something that skinny look round. These are wasted vertices.
Second, sculpties start doing wierd things when you have a lot of vertices in a small area. The more points you have in a small area, the more chance you have for jagged edges when you import that sculpt into Second Life. (See this troubleshooting guide.)
So. What do we do? We make an oblong sculptie! This is pretty easy to do. When you bring up the dialogue to create a sculptie, by default it shows 8 x 8 faces with 2 levels of multires. Change this to 4 x 16. When you enter the number for Y, initially, it will turn black and the Build button will be greyed out. Usually this just means the dialog wants you to press Enter so it can recalculate your sculpt mesh.

Note: There are a lot of different sizes that you can make your sculptie. For a complete list,
look here. Sizes are listed as (face)x(face)x(multirez). However it doesn't seem like Second Life can handle all of these sizes correctly. The only sizes that I've gotten to work (at least with with anything practical) are 8x8 and 4x16.
Look at the cross section of this new sculptie:
Now each edgeloop has half the number of vertices, which is still plenty to make it look round. We aren't wasting nearly as many points, and we won't have so many problems with edges becoming choppy.
What's more is, those points we took from the diameter of our edgeloops now go into making the length of the pipe. We can add even more bends. (Or we can work with multires so our pipe doesn't loose it's shape at a distance.)
Look at the difference between our original pipe and the oblong pipe. We have a lot more to work with. This doesn't just apply to pipes. It'll work for anything that has a long, skinny shape, like the frame of a dining chair, or scaffolding for a building, or a streetlamp, or a pencil twisted in the shape of a heart!

