You know, because characters deciding not to clear out an entire goddamn tomb in one sitting at steadily decreasing effectiveness is the 'rollplaying' thing to do.
Seriously, I have no idea where the idea that characters are supposed to fight several encounters without replenishing their resources came from. In source material, the idea of a hero who has to iron man their way through encounters until the end of the adventure is actually very rare. Off of the top of my head, only Die Hard and 24 try to do this. Now, I'm not against the idea of time-based adventures. If the princess gets kidnapped by troglodytes, the consequence of the characters dilly-dallying should be a skeleton in a pretty dress and a pissed-off prince. I'm cool with that. But people are trying to squeeze blood from a turnip here with all of this forced effort to stop the Frank Cheat or whatever.
There's definitely no versimilitude to be had from this. Most adventures in source material only have one big encounter between replenishment periods. Seriously, in Star Wars, did Luke try to fight Jabba with his hand still sliced off and missing his lightsaber? Even when they were raiding the Death Star labyrinth, how many knock-down fights where Luke and Han Solo had to worry about running out of ammo or being so injured they couldn't continue did they have? In Lord of the Rings, how many weeks passed between their big battles?
It seems to me that the whole 'you need to fight so many encounters between replenishment periods or you're a powergamer' is a construct of VIDEO GAMES, not the other way around. Only in dumbfuck D&D cRPGs and Final Fantasy are you expected to 'man it up' through the entire dungeon. These setups are completely artificial conceits made to reflect the limitations of software and game design. And I don't give a shit whether or not pen and paper roleplaying reflects this style.
Seriously, Batman builds new gadgets and does some investigation and Jaden Yuki tries to find more cards for his deck between encounters. That's the way it has always been, that's the way it always will be. In D&D, I am completely confounded that people would suggest an entirely different way of completing adventures. I find it especially amusing and idiotic that people get so whiny about people protecting their nuts in a game where A) people get bleedingly butthurt over cheap and easy resurrection while simultaneously subjecting your characters to game-ending dangers and B) your characters are supposed to spend a significant portion of their time not actually advancing the plot (training, researching, crafting, etc.)
What gives, gentle reader? When you force players to conform to this artificial construct in the name of stopping 'rollplay' it is YOU in fact who are forcing the characters to 'rollplay'.
