Aldarc
Legend
I would say that "different game systems don't use hit points..." That is more factually true.The better game systems don't use hit points....
I would say that "different game systems don't use hit points..." That is more factually true.The better game systems don't use hit points....
Your first mistake is playing Pathfinder.But that's because we are playing Pathfinder, where every gold piece you spend on a room at the inn is one less gold piece you have to spend on upgrading your cloak of resistance. And not upgrading your cloak of resistance will eventually get you killed. So everybody becomes a miser, which isn't fun.
Exactly. The first rule of enhancing a campaign via resource management is doing away with the Wal Mart approach: villages don't have weaponry, armor, etc, for sale.Some of the most challenging games I'm in have very rationed resources. Spell components for powerful spells are nigh impossible to find so, when you find them, you covet them. Food and resources that make exploration challenges actually challenging really push enginuity and creative problem solving. Sure, I can use Create Food and Water every day but now I'm down a 3rd level slot every day. And, in another game, we don't have access to spells like that. We are in the middle of a poisonous swamp and tracking food is incredibly important as we decide whether to push further, counting our dwindling food supply, hoping we won't get delayed.
Edit: in one game, I've we've been in the wilderness for weeks and I have 20 bolts in a world where cross-bows aren't common. Every shot counts. If I miss, the bolt is gone with no way of buying more.
These games can be super-frustrating but I find overcoming the challenges quite rewarding.
I don't find that counting torches slows the game, since this isn't done 'in-character'. What takes the most time is making the big decisions over what course of action we need to do next. The hours of strategizing over what might only take 30 minutes of the game time.
I'm well aware, thanks. I was appealing to an abstraction I knew he'd be used to. I personally find abstracting Supply much more natural than abstracting wounds.The better game systems don't use hit points....
Your suggestions are not in the middle though: they are on the don't keep track of things side. The character can shoot 30, 50, or 100 arrows before it's said "oh you shout a couple arrows".I'm guessing the middle ground might look something like:
Though if you can keep track of HP, you can keep track of arrows too....By the same token, once you track "hit points", you might as well break everything down and track each individual wound, right?
Of course I can. It is well within my capabilities. I just don't see any value-added that justifies the effort in my game.Though if you can keep track of HP, you can keep track of arrows too....
You put that in the game, right in the equipment section. That way, you can read it and then you do know what your characters are eating.You have a problem with Ashley Williams?
But I'm a sedentary dude living in the relative lap of luxury of one of the world's richest countries in a time of unprecedented prosperity. I don't know much about what kind of food a medieval/renaissance wanderer would bring on their travels, or how much of it they'd need, and how often they'd resupply. I don't have the first clue about medical supplies. But my characters do not live in this world. They live in the world where they need to know these things. Just like my character doesn't get to use my knowledge to invent gunpowder by mixing the right proportions of charcoal, saltpeter, and sulfur, they don't need to rely on my knowledge in order to survive in their world. They know what they're doing, even if I don't.

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