Tony Vargas
Legend
In a campaign, you'd adjust your 'pacing dial' where you want it, and that'd be the end of it.First off, interesting idea in your OP. I'm not sure how well it'd play in a campaign-style game where resources come and go over time, but I can sure see it being a useful option for tournament or convention play.
As an introduction to the game, though, core would be a teaching tool, so you'd move from no resource management while you figure out the mechanics, to managing resources within an encounter, to experimenting with the 'dial' to figure out where you'd want to put a campaign in terms of pacing.
I'm not thinking of things like counting arrows or acquiring healing potions, here - consumables are an entirely different question.That said, in the greater game I'm not sure you can shoehorn all the different types of resource management onto one single dial, a) because there are so many types, and b) because different groups are going to care more/less about each different type. Result: each resource probably needs to be on its own little dial.
I'm thinking things used and recovered on a regular cycle. Like Vancian Spells, 4e Dailies, AD&D Dragon breath, hit points (or healing surges) and the like.
So, the following would /need/ to be on one 'dial,' because to do otherwise would radically alter any balance that may exist among the classes, major magic items, monsters, etc:
- spells castable and recovery of
- healing
- hit points (and recovery via rest)
- limited-use items
- - x uses per y time items
- action/fate/hero points (in games that use such)
Most of the rest are consumable or can be made/bought, and thus all reducible to wealth, which might or might not really need a 'dial' (gold vs silver standard, maybe?), but would have nothing much to do with the previous dial.
- ammunition
- - one-shots (scrolls, potions)
- - charged items
- mundane equipment (torches, oil, rope, etc.)
- food and water
- treasure and wealth
- - "liquid" wealth (coins, gems, etc.)
- - magic items owned/bought/sold/traded
- - real estate (businesses, castles, temples, etc.)
- henchmen/hirelings/cohorts
- animals and food/gear for such
That leaves:
- experience points (in 3e these are a spendable resource)
- time
- encumbrance
- spells known
Experience points should probably just be left to advancement rather than having life-level drain or investing them in items.
Time is a 'resource' in the sense that you can spend it doing things, but not a renewable one, nor one you can make/buy, so it's just kinda there. The pacing of the campaign (that first dial 'above') would have some bearing on how 'valuable' time is, because the faster the pacing, the more you could systematically use re-charging resources.
Encumbrance and spells known are interesting 'resources,' but they're clearly not measured on a time scale, so wouldn't be part of the first dial, above. If spells can be bought, they'd be part of the wealth dial, if any, likewise, Bags of Holding could put encumbrance there.
However, both are also interesting resources in that they affect how your character can 'kit himself out' for a mission - either in the sense of the range of spells he can swap in, or the gear he can swap in (and what he'll be able to do in it). Encumbrance could be a very interesting thing to manage in very gritty games.
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