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General Tabletop Discussion
*TTRPGs General
Is Resource Management “Fun?”
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<blockquote data-quote="hawkeyefan" data-source="post: 8956521" data-attributes="member: 6785785"><p>I think resource management may be fun. Or it may not be. It depends on hoe it’s handled in a given game and how that impacts play. </p><p></p><p>So if you’re playing an archer in old school D&D, you’ll simply count the number of arrows you carry based on your carrying capacity, subtracting one for each attack made. Pretty straightforward, and pretty in line with the way the game handles all resources. </p><p></p><p>In a game like The Black Hack, you have a resource die. Whenever you use arrows, you make a resource check by rolling your current resource die. If you roll a 1 or a 2, your resource die drops down to the next die lower, so from a d8 to a d6 for example. Once you’re down to a d4 and you roll a 1 or 2, you’re out of ammo. This is abstracted a bit, but it involves dice to help determine the outcome. </p><p></p><p>In Stonetop, when you Let Fly and get a partial hit (meaning you get a 7-9 on 2d6+DEX) you have three options; you can put yourself in danger, you can roll damage with disadvantage (rolling two dice and taking the lower), or you can mark the next ammo box on your character sheet (the first is “low ammo” and the second is “no ammo”). So this is abstracted, but also gives the player a lot of say about how it goes. </p><p></p><p>There are other methods, certainly, but I think the three above give enough variety to consider how different systems work and why they may or may not appeal to different players, and how they mag or may not suit a certain game. </p><p></p><p>I don’t think that we can say that resource management in and of itself can or cannot be fun because there are different ways to implement it and they’ll appeal to different people.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8956521, member: 6785785"] I think resource management may be fun. Or it may not be. It depends on hoe it’s handled in a given game and how that impacts play. So if you’re playing an archer in old school D&D, you’ll simply count the number of arrows you carry based on your carrying capacity, subtracting one for each attack made. Pretty straightforward, and pretty in line with the way the game handles all resources. In a game like The Black Hack, you have a resource die. Whenever you use arrows, you make a resource check by rolling your current resource die. If you roll a 1 or a 2, your resource die drops down to the next die lower, so from a d8 to a d6 for example. Once you’re down to a d4 and you roll a 1 or 2, you’re out of ammo. This is abstracted a bit, but it involves dice to help determine the outcome. In Stonetop, when you Let Fly and get a partial hit (meaning you get a 7-9 on 2d6+DEX) you have three options; you can put yourself in danger, you can roll damage with disadvantage (rolling two dice and taking the lower), or you can mark the next ammo box on your character sheet (the first is “low ammo” and the second is “no ammo”). So this is abstracted, but also gives the player a lot of say about how it goes. There are other methods, certainly, but I think the three above give enough variety to consider how different systems work and why they may or may not appeal to different players, and how they mag or may not suit a certain game. I don’t think that we can say that resource management in and of itself can or cannot be fun because there are different ways to implement it and they’ll appeal to different people. [/QUOTE]
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