Here's a question, though: if the player thinks that playing that way--saving after every throw--is boring, then why would they play that way?
I think, that it could be our nature. Many people eat too much, when food is available en mass and cheap, even knowing that it is unhealthy. Many people eat to much and don't feel any better afterward, they even don't enjoy eating any longer, maybe doing it just out of habit. The same could be said about smoking and drinking.
I believe, that when we deliver a tool which is more or less a legal cheat, the player base will use it out of habit, but they don't enjoy the progress any longer. It is like grinding... save/load until you have mastered the 'challenge'. A harsh metaphor would be an ex-alcoholic who doesn't have any alcohol at home to avoid a fallback. Now at his birthday his best friend comes around and put a bottle of wiskey on the table, saying 'come on, have a drink, it is only for once'...
All the multiplayer games don't have any save/load feature and are still fun, still we dig our claws into this feature when developing a singleplayer game, why ? It is time to think about new ways to give the player a continuous way to experience a game without abusing save/load, thought save/load is the easier way for the game designer...