howandwhy99
Adventurer
It reads like you heavily prefer narrative story games over more strategic or puzzle games. Your game design, your vocabulary, the ideas you express all reflect it. If someone is going to design for different types of games, so they can satisfy different types of gamers, then I find it works best to change points of view to understand and encourage each. I think your ideas may satisfy Timmy, but not as much for other players types. Try this: how would you incorporate them in a MtG game, while retaining the collecting, deck building, and strategic at-the-table play it revolutionized?All of these would probably work better in a narrative game. I'm not sure how to smoothly work them in to something crunchier like D&D with combats that usually have tightly defined rules and interactions.
I think I'd call that an Endurance Pool, something akin to 4th edition mechanics. Try this: Class level lowers the cost of actions in an ongoing physical test like combat, but only by endurance training can the size of the pool be increased. Rest and recuperation refills the pool over a period of time. Short term physical tests require short rests, while long term physical tests require longer ones.Taking inspiration from Dread I would probably not want to use a literal Jenga tower unless there were some weird metaphysical reason that makes sense in the game, but that growing feeling of unease is really powerful. For example, the player can use some resource to gain a more powerful benefit, but each time he does so future uses of that resource have higher risk/reward. If carefully designed into the game there could be a drive to spend this resource as quick as possible in order to end the fight, while holding onto a reserve so that you can more easily block the enemy's empowered actions. I guess that would mean you could spend early to gain a benefit right away, but it will be harder for you to block your enemy's most powerful abilities later. Eventually in this idea the "tower falls" and someone gets screwed.
For example, your PC travels all day through dangerous country. There was one encounter, so the team rested a few minutes afterward. However, choosing to force march further than they would normally go in a day begins to lower the Endurance Pool. A night's rest will only recover the usual day's work/travel. Recovering the Endurance Pool will require more sleep - the long term recovery process. And, if an encounter occurs during the night, then combat effectiveness is lowered because of the already lowered EP.