You're just not listening at all, I guess.
I ALREADY preserve resources at all times and analyse my situation. That's why I reload whenever I use a potion in the wrong situation - but, and here's the key, that's the OCD part - meaning it's completely trivial and outright stupid of me.
So, not being able to reload wouldn't make the slightest difference - except of course that I wouldn't reload.
Which is fine, but hardly worth the inconvenience as I already said.
Also, there are many ways of enforcing consequences that work much better.
So let me get this straight. You re-load because it's…uh, you being stupid, and it's really a trivial thing? Or, are you maybe afraid that you wasted an item you may really need? I think that's a bit more of a logical reason for a re-load.
To use Gothic as an example again, during a large chunk of the game, item management is important. Good scrolls are hard to find, pricey and very effective. So if you have, for example, a single Fire Rain scroll and there are 2 or 3 different areas it would be very effective for you, you're going to want to make a good decision on where to use it. So if you use it, think you've wasted it or used it incorrectly (as in your example), you wouldn't get to re-load and "try again".
If you think that's just of no consequence and won't make the slightest difference, then I'm not sure if you've understood anything I've posted thus far.
One example is the Fallout 4 Survival mode - where you absolutely WILL live with your choices - because if you reload you're facing potentially hours of replaying - which you don't want to do.
That includes quest choices, by the way.
Anyway, I already said I like the concept of real consequences. If a game is very good - then I'm often willing to invest and deal with bad consequences - because I'm immersed.
But unless you come up with something that's actually new and functional - I'm probably not going to be ecstatic about it.
So now you are "often willing" to invest and deal with bad consequences? I thought you always ANALYZE and LIVE with them. Which one is it now?
Anywho, I was talking about this idea before both Fallout 4 Survival Mode was released as well as Starcrawlers. Not to brag or boast, just saying that because I think it's quite a new idea. Especially if these are the only examples of RPGs that remotely do anything close to that. I have to take a close look at Survival Mode and see what it's all about. I hope it's a step in the direction I'm suggesting, because I do think some RPG gamers like myself (very selfish here) would greatly enjoy it.
Edit - While Survival Mode seems like an improvement, it's still not what I'm suggesting. I personally have no interest in eating/drinking/sleeping in an RPG in a semi-realistic way. I tried it for awhile with a Morrowind mod and grew to abhor it.
So while yes, the limited saving by having to sleep in a bed/bedroll/etc. is very cool, and the auto-deletion upon loading an exit save is great, it's still not exactly what I'm saying. You can sleep, for example, do a quest 5 minutes later, not like the outcome and re-load the sleep save, correct? So you are correct in that you can lose hours down the line if you don't want to re-load, it's still not quite what I'm suggesting. Nor is the design of Fallout 4 conducive to my design as something like Gothic would be. Fallout 4 doesn't have a lot of complex choices in dialogue, for one, or very surprising outcomes based on your choices. And at the end of the day, re-loading is *still* an option, it just becomes a matter of how much progress a player is willing to lose before not wanting to re-load. So, a small step in the direction I'm proposing, but not quite a giant leap for hardcore-esque RPGkind.