GobHag
Adventurer
There are two problems with mundane/associated resource; How it's done and what it represents. Stuff like encumbrance or resource die or clocks are about the first, I'm gamist through and through so I recognize that all countdown/up are just clocks and that clocks are just HP for a variety of situations/events but I think the problem isn't about the squeeze, it's the juice itself. The very thing it's meant to represent is uninteresting to me.I think you point to another important aspect here: Versatility. There are usually a choice associated with how you use mana. Most games have only one use for an arrow or food, and in the latter there are not even a choice about if/when you are going to use it.
But this brings me to another thing: How would you feel like it if it was represented as a clock instead? 3 ticks and you are out of food, ticking every time you rest. That seem like a more popular way to represent things in the narrative culture, while still boiling down to essentially the same activity...
Are you willing to use an emotion/mental health system where the character can get majorly depressed to the point of being suicidal? In your 'torches-and-10-foot-poles' dungeon crawling game?