Hell yes! I think the beauty of RPGs is that different things can happen and you just might not get to experience the whole thing, at least not in one play through.
I see ...
Well, i cant really say i agree ... but i get what you mean.
This is where I didn't put my thoughts into text very well. It's not that the game is deciding, there might still only be 2 outcomes, but if many times during the game the outcomes seem like in a gray area, YOU don't know if it was a success or failure. But you're apt to find out later ;-)
So ...
Either box of Junk, or box of Treasures ...
Or box of Junk, or denial ...
Or denial, or box of Treasures ...
Yes?
No denial, or denial situation.
That confused me a little.
I mean, yeah ... pushing consequences futher could work.
Not really sure if its possible any time tho, actually i am quite sure it isnt.
When you are freeing Lae'zel, persuating Gibblebog, or Nettie, or trying to save Arabella ... you allways have to get results imediately.

Still interesting idea!
The more content player stuck in between save and consequence, the less they will be motivated to reload.

*> Now when i think about this, maybe adding autosave after finishing roll would help aswell ... make reloading a bit more tedious.
The easiest answer for this is because it's D&D, the game we came here to play.
Would you ask your DM "what's the point of rolling if I don't know if I passed or failed?" But, maybe you would ask that. I wouldn't because the DM is weaving the story for us and I'm trusting them to give me an entertaining experience.
Well, first of all, you have no choice than go on (or finish entirely) in DnD with DM ...
So that is entirely different situation that can hardly be compared.

But yeah, i gues i would question my DM if there would be no way for me to say if i pased or failed.
If i may use your example ... if i would try to [PERSUATE] those people to accept my help, and lets say i would roll 20 (or in general big, lets say 15+, number) and they would tell me "no thank you help is on their way, we are good" ... i would question what was the point of that roll, since im quite sure i passed and yet they dont really seem persuated to let me help them.

Nope, it wouldn't prevent it, but I feel like it might discourage it
Thats what i thought.
+1
Imagine you decided to reload and reroll until you finally convinced them to give you the locked chest to deliver rather than politely denying your request. Then you found out that the lock can't be picked and maybe hours later in the game you get ambushed and it's a bad experience all around. Then you find out you denying your offer was them deciding they liked you and didn't want you to get ambushed because their cronies were waiting to ambush anyone coming along the road with the "chest of goodies"
Wich i presume i would find out in either different playtrough, or after reloading ... by them just telling me?
(I mean, if they really like me, it wouldnt make sense to keep that information secret, right?)
If so ... then i would love it.

Another question:
Wouldnt that also remove good feeling of succes?
I mean ... if i see that i will need to roll 18+ ... and i do ... there is kinda "yes!" feeling ...
Is it here aswell? Since i dont really i know if i suceeded? O_o
I cant help bug feel like it wouldnt be.

Maybe yes, maybe no, different strokes, different folks...
I see ...