Rock Fell, Nobody Died

There is the tension when you have a semi-consumable magical item that can solve your problems at hand, but it has limited charges and might go away if you use the last one. You have to balance the reward of being at full strength versus resting for a day or two against the permanent loss of an item. Consumables are tricky in that way, especially in tabletop games where you might not necessarily ever get them back: you can’t just reload and try it again or trust that a local shop will always have an semi-endless supply of expendable items. A hoarding instinct kicks in, and you want to save the consumable items – it’s treasure after all (!) – even if you really need to use it to continue adventuring.