If I remember correctly, Gollum (from the Lord of the Rings) was at his most complex 180,000 polygons. That is concidered quite high for character animation work. About 20-30,000 polygons is a more appropriate number for most usage.
Ultimately, though, it depends on the technology that you have at your disposal. For example, Taron’s “People” movie created and morphed between multiple characters by using animated displacement maps. The model itself was of very low poly count (fewer than 5,000 polys, I believe), but Messiah: Studio allowed him to get a lot of different characters out of it.
Basically, go with the fewest polygons that will allow you to achieve the particular animation that you want. Then use displacement mapping to add your detail at render time. You can also use displacement maps for medium frequency details and bump or normal maps for high frequency details.