AnotherGuy
Hero
You may be right, and that could be that is why these rules seem to be working for us.But in terms of balance and pacing, it usually makes for a very high variance system where players can trade much better performance now for much worse performance later (often 2-10x better performance now) , very similar to one of the primary drivers of the 5MWD in d&d. This can be overcame by enough constant time pressure (narratively difficult to justify) or by making it relatively difficult to recover (usually players solve for this so it’s not a very robust solution IMO).
Our current storyline in the campaign is under a constant time pressure...because of x event which is to happen (90 days +3d10), with many options available on the table to pursue to assist the characters with x event, but there is a balance between pursuing these options to obtain benefits and being late for x event (i.e. players arrive after 90 days + 3d10) which increases the difficulty (i.e. DM gets a larger XP budget for encounters).
Event = Tiamat is summoned at the Well of Dragons from the 9-Hells (ToD)
PCs will always arrive at the most exciting part, her in the process of being summoned (so they are never really late).
The quests they go on assist in one or another way
But there is a deadline date of 90+3d10 which I will only roll for once they arrive at the Well of Dragons
If they arrive after that date (since we keep a timeline), my XP budget to build the final AP encounters increases by a certain amount per day, signifying their lateness and the cult having acquired more resources.
These mechanics are all player-facing.
We have used the system for several years, tweaking it here/there, where the players are now proficient enough with it - thankfully, but yes you are right this can be an issue with homebrew systems.That said oftentimes you just don’t have players that really analyze the homebrew system to really optimize for it (and since there’s no internet telling them how, you probably don’t have to deal with extreme optimizations). Meaning for localized small sample play of a novel homebrew system, you probably never see most issues of homebrew system. So this may not be an issue in practice for you.
I was fortunate to have a play group that allowed all these homebrew changes and experimentation for the last 15 years...There are benefits to higher variance systems. Mostly that players can navigate a single overturned encounter or bad rolls whereas in a low or no variance system, such things are likely to kill them.
As such I’d recommend focusing on limiting your ceiling of pc output, so that it’s in the sweet spot. Probably ceiling = 1.5*floor. Going to low variance tends to make the game feel samey and less fun, almost like your combat choices don’t really matter.
If you can lock down this sweet spot of variance down you probably could make your preferred system style work better. It’s just most trade exhaustion/hp/hit dice for resource systems tend toward extremely high variance compared to the floor output.
True. To really test the strength of our system we'd have to start from level 1 again...Other issues that make such systems hard to develop is appropriate cost. If abilities don’t cost enough resource tradeoff they are almost always use. If they cost too much they are almost never use. That Goldilocks zone is really hard to hit in such systems IMO.