Torchbearer!I've actually never played any other RPG where the players were asking, "Man, are you sure there's no way to resupply here?" And then seriously discussing if the attempt to resupply was worth the risk of further supply deterioration.
Torchbearer!I've actually never played any other RPG where the players were asking, "Man, are you sure there's no way to resupply here?" And then seriously discussing if the attempt to resupply was worth the risk of further supply deterioration.
The rules are not written for realism or as a simulation, but are abstract and designed to emulate the movies the game is based on by creating tension with the introduction of a little uncertainty. In Aliens, you're not going to use your welder once and suddenly run out of power, but the more you use it, especially as the game progresses and your character gains Stress points, the more likely it is you expend Energy. Ammunition is handled in a similar manner in that you really don't keep track of it. If you just fire off a round you won't run out of ammo, but do so in a stressful situation and you might empty the entire magazine to bag your bad guy.Well, firstly, I see using dice to determine your supply as incredibly jarring, and silly. I've lived rough in the military, hiking, etc. How much water, food, etc. you have is not a variable. You don't take a drink out of a canteen and suddenly it is empty.
It's simply a matter of where one want to put time and emphasis in ones game. In my group, rations and torches are implied, but having the correct seal on the forged letter of passage to present to the duergar royal majordomo definitely isn't, nor is balancing the fine line of eloquence, argument and rhetoric in the paladins speech to the gray dwarven prince.What makes it unfun? The actual tracking itself, or the consequences when you run out?
The former can usually be remedied by a dedicated tracking sheet, the latter by making the consequences interesting in their own right.
You absolutely should try PF2 its a pretty great game. Though, I didn't perceive or experience it to be inherently based on resource management as a core experience in the ruleset. It certainly can, but its not a core tenet so let that be considered in the final critique.But as I said, we'll try Pf2e super raw and who knows, maybe the exact length of rope to the inch will be fun again.
Thoughts?
We can hand wave nearly everything if we want to. Why not have unlimited spells along with torches, food and spell components?
To me, that is the issue. I want my game to have as much verisimilitude as my players can stand.Management of mundane resources is realistic; meaning the bigger question is really about whether realism in the game, where it applies or can apply, is fun.
My answer is yes.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.