abirdcall
(she/her)
This is true especially for the horror genre. I'm not necessarily saying that resting without fear does drive tension, though.
Mainly, its the fear of facing something that may be stronger than you and you can't just back down. Its knowing that they have some tricks up their sleeves and not knowing if what you have will be able to completely handle those tricks.
Well, this analogy kinda falls flat for me in that FPS games have always been more about skill for me. Sure, ammunition is limited but I definitely don't remember the hardest parts about FPS's being how much ammunition I have. Its usually a balance.
I think a better analogy would be turn-based JRPGs as they're directly related to resource management without timing or skill hurting your overall gameplay.
But, actually, when I play JRPGs, its rare that the tensest moments are when I have low resources going into a fight. Those are usually just random encounters where if I get too close, I'll backtrack to the healing location.
In JRPGs, the hardest fights are boss fights and its never walk into those without full resources, yet a good and balanced JRPG will have me struggle regardless. Why? Because its usually managing turns and buffs/debuffs. Sure, I may run out of MP in the fight a few times but I will have plenty of MP recovery items so that resource in itself is still somewhat plentiful if need be.
I find myself in trouble when I have to do multiple things but only have so few actions. This usually occurs when one or more team members go down. Should I revive or should I press their weaknesses? Should I buff/defend against an incoming attack or try for an ailment to prevent action? Should I debuff or heal? These are the tension driving moments.
If I go to a boss fight without 100% resources, or close to it, I'd be frustrated especially at the random encounters and I'd consider it an overall negative experience. Having my resources drained isn't a fun experience especially since its before a fight where you know you should have as much as you possibly can.
The JRPG is a good example of something that should be avoided in TTRPG design.
First we have the random encounter that takes up the player's time in reward for experience. This is 'the grind.' I love random encounters in TTRPGs but I don't want them to be there just to take up time.
Boss Fights - As you said you are expected to be at 100% for these in most JRPGs (at least modern ones). Then the challenge is to do the strategy and tactics well. I loved Dragon Quest XI on harder monsters difficulty. I found a lot of the boss fights engaging. I even had to be a bit on my toes for regular encounters as they can spiral out of control. Thing is, if I lost I just loaded at my last 'save point' and then try again with what I learned from the last time. Can't do that in a TTRPG.
A D&D 5e game that relies on 1 encounter per long rest challenge is either going to be easy or going to be over quickly.
It's just not designed for it which is clear from the way classes are structured. There are classes that exist for people who don't like to run out of resources. Rogues have nothing to spend, why not play one of those? Lots of short rest classes to choose from too. The funny thing is that if you're used to playing only 1 encounter/long rest all those classes probably look terrible.