Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
Resource Management, or How I Learned To Stop Worrying About Rations and Love Mana
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="level2janitor" data-source="post: 9826362" data-attributes="member: 6993619"><p>tracking limited combat resources like mana is more fun because each expenditure is a <em>decision</em> instead of an obligation. you have a low enough limit you'll actually run out, and every spell you cast makes a tangible impact.</p><p></p><p>imagine if you had mana in the hundreds and each spell cost 1 mana - it's pointless to track because you'll never realistically <em>run out</em>, and the threat of running out is what gives that mechanic depth. that's how most systems handle mundane resources, but you don't <em>have</em> to handle them that way.</p><p></p><p>the most fun i've gotten out of mundane resource tracking came from a few factors:</p><ul> <li data-xf-list-type="ul">strict inventory limits, or low limits for resources that have their own track outside your inventory. this prevents stockpiling hundreds of arrows/potions/whatever to the point they stop being worth tracking.</li> <li data-xf-list-type="ul">low currency in general. if you have loads of money, you have loads of any adventuring resource you need (like FrogReaver pointed out above)</li> <li data-xf-list-type="ul">aim for a high ratio of impact to time spent. don't interrupt the game to erase and rewrite a number on my sheet if that number changing doesn't <em>matter</em>.</li> </ul><p>"you lose a ration each day then starve when you run out" feels like a tax, not a decision. when i ran it this way, it felt like the decisions it added were outweighed by the time spent tracking it.</p><p></p><p>"you need to eat a ration to get your HP/abilities back each rest" is more compelling. give it a low maximum. run hexcrawls so going back to town to restock isn't just handwaved. now you have interesting decisions on when to conserve rations and when to burn through them, and tracking them doesn't feel like such a waste of time.</p><p></p><p>(obviously this stuff does make the game's tone a lot less about epic larger-than-life heroes and more about normal people with normal people problems, like running out of money or space. but i find this stuff adds a lot for more grounded games)</p></blockquote><p></p>
[QUOTE="level2janitor, post: 9826362, member: 6993619"] tracking limited combat resources like mana is more fun because each expenditure is a [I]decision[/I] instead of an obligation. you have a low enough limit you'll actually run out, and every spell you cast makes a tangible impact. imagine if you had mana in the hundreds and each spell cost 1 mana - it's pointless to track because you'll never realistically [I]run out[/I], and the threat of running out is what gives that mechanic depth. that's how most systems handle mundane resources, but you don't [I]have[/I] to handle them that way. the most fun i've gotten out of mundane resource tracking came from a few factors: [LIST] [*]strict inventory limits, or low limits for resources that have their own track outside your inventory. this prevents stockpiling hundreds of arrows/potions/whatever to the point they stop being worth tracking. [*]low currency in general. if you have loads of money, you have loads of any adventuring resource you need (like FrogReaver pointed out above) [*]aim for a high ratio of impact to time spent. don't interrupt the game to erase and rewrite a number on my sheet if that number changing doesn't [I]matter[/I]. [/LIST] "you lose a ration each day then starve when you run out" feels like a tax, not a decision. when i ran it this way, it felt like the decisions it added were outweighed by the time spent tracking it. "you need to eat a ration to get your HP/abilities back each rest" is more compelling. give it a low maximum. run hexcrawls so going back to town to restock isn't just handwaved. now you have interesting decisions on when to conserve rations and when to burn through them, and tracking them doesn't feel like such a waste of time. (obviously this stuff does make the game's tone a lot less about epic larger-than-life heroes and more about normal people with normal people problems, like running out of money or space. but i find this stuff adds a lot for more grounded games) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Resource Management, or How I Learned To Stop Worrying About Rations and Love Mana
Top