But yes to the OP, there are options to explore (and debate), but don't forget, the casters and healers provide the most suspense.
Barbarians can be pretty brave until they learn there are no more heals for when their rage ends and fighters are as effective at hour 12 as at hour 1, so long as there are more buffs to keep putting up.
The GM can (and sometimes even should) test the limits of the party by planning for the casters to use up their most powerful resources. It tells a good story that you are adventurers getting in over your heads and it reveals new layers of your PC's behavior and mindset. Running out of level-effective spells is another fun way for the party to 'fail forward'.