Posts 71 and 75 cover my idea. In short (or rather, long form as it turned out), resources are consolidated into one of two universal resources, which are the things that get restored by potions.
First, thanks for the detailed response. I appreciate it. Second, sorry for the delay in getting back to you, but I've been busy and/or tired due to being busy the last few days and needed to digest the information. You put a lot of effort into this post and I wanted to give it an appropriate response.
Abilities, spells, etc all have a cost of some amount of these universal resources, and some might have their own internal resource as an alternative (ie, daily powers).
This in turn would be coupled with a robust crafting and gathering system that would be the primary source of potions, but would also support all the other fun things players might want to craft.
I don't know if my idea for crafting is original to me or not (as I haven't quite found anything like it thus far), but the idea is something I called 7Dice. You roll 7 standard RPG dice and from this you get 6 different values. Each rolled value corresponds to some component or step in a crafting process, and the values determine the final properties of the item. These values can then be modified using skill and energy based modifiers (instead of attribute mods I consolidated them into the 3 energies, being Composure, Mana, and Stamina), and can benefit from certain class features, which allow you to customize them. Once you set up the item in this way, the final crafting budget is added up and it determines the DC you roll against to confirm the item, and degrees of success determine what you finally get; failing doesn't mean you get nothing, but succeeding really well does come with benefits, giving incentive to level up the relevant skills and, by extension, other skills to get your modifiers up.
I have a few questions about this part of the process.
1) Are the 7 dice d4, d6, d8, 2d10(percentile), d12 and d20?
2) Did you really mean different values from the 7 dice rolled or just 7 different numbers? I'm having a hard time understanding how you can guarantee different values from rolled dice.
3) I'm assuming mana=magic energy, stamina=physical energy. What is composure for?
I like that you can succeed well to get benefits, and I personally enjoy critical failures. Have you completely gotten rid of the idea of failing badly receiving a penalty. Also, I know from experience that players really enjoy adding ability modifiers to rolls. Perhaps a combination of skill and energy based modifiers AND some appropriate stat modifier.
Gathering meanwhile hooks primarily into a better codified travel activity system, which means even if a player doesn't want to go on direct quests to seek out components, they can still benefit passively as they and their party go off to do other things. Gathering corresponds to different skills, and the idea is that miniature skill challenges (with varied constructions based on 7Dice, see below) would be used to resolve the specific travel activity.
So say you're wanting to gather some metal to Smith with. You'd take the Prospecting travel activity, and the resultant skill challenge for Mining would determine what you get; using 7Dice as a basis, you'd have a specific set of dice you'd roll starting with a 2d10 skill check, which is what gives you your base prospecting chance to find some mineable ores. From there, you work your way down, rolling 1d8, 1d6, and 1d4. Each step represents the process of ore extraction, and spending your modifiers to get better rolls gets exponentially more expensive as you move down the line. The basic strategy, in essence, is to try not to spend your modifiers at all until you confirm your 1d4, which if you had at least some moderate successful values on your other rolls, means you can spend to get as much ore as you can. But, if you can roll high across the board and spread your mod equally across all the dice, then you can better ores and more of them simultaneously; the benefits of rolling high but also being very skilled.
I really like the idea of gathering ingredients/resources as you travel, perhaps slowing down by X amount depending on what you are looking for and how seriously you are looking. If the party is willing to slow way down, perhaps they get a positive modifier to look for stuff. If they want to travel quickly and are essentially just keeping an eye out as they go, they'd get a penalty since they aren't really searching, but might get lucky and find something anyway.
Mining seems to me would take a loooooooong time to accomplish. Also, would the ore need to be refined before being usable or is that more detailed than you want to be with the system?
Overall the idea behind 7Dice is that its meant to be quick to adjudicate even at the table. Much of the think-work can happen simultaneously with other goings on at the table, and for both gathering and crafting the idea is that you'd have planned ahead of time what you were going for, which would also speed things up. Potions meanwhile, as well as virtually everything else you could think to craft, would all follow this same core mechanic, making it relatively easy for players to swap between different crafting and gathering types, with the variety and interest coming from the different effects different components add to the items.
I haven't actually sat down and hammered out how Im specifically going to do potions (Im only just getting into my mages, and they're the ones that will have more of the relevant class features), but theres enough meat there to make some very interesting options for players to mess with, and as always there will be plentiful alternatives. Potions will be lootable and buyable, but these ones will mostly only be comparable to the ones a player could make at 0 Herbalism skill; player crafted items would more or less always be better, but the game wouldn't need them to function at a basic level. (Though it would be difficult to still be relying on them by level 30; at that point you could afford to employ an alchemist, so theres little reason not to eventually have the good stuff, even if you don't want to bother with doing the crafting yourself)
My thoughts on this are that if you are going to have purchased potions be sufficient as a base, making pretty much every PC potion better than that could provide some serious balance issues. Especially if there's no limiter on the number of potions a player can make and/or drink during the day(or other time unit). Perhaps a low roll could be a substandard potion, average be equal to what you can buy, and good rolls are superior.
Of course there would likely be different qualities of potions depending on character level. Someone who is level 8 is probably using moderate potions rather than the light ones 1st level PCs use. So a substandard moderate potion would be better than a good light potion. Skill would likely be going up with level as well, so PCs would be able to make better and better potions as they go up in level.
Lastly, as a player if I were to use a crafting system like this, I wouldn't want to have to employ an alchemist at high levels. I'd want to be able to focus my skill(through feats or whatever other mechanism you have) in order to achieve the level of skill to make the best stuff at level 30. Obviously that would come at a cost, since if I'm devoting resources to being the best at alchemy, I'm not using those same resources to be better at my class, but I feel that option should be there.
But anyway, this system overall results in a more functional system for a variety of reasons. First and foremost is that it hands resource management entirely over to the players. There is no arguing over when to get powers back. You either have the potions or you don't, and its on the player to be adequately prepared.
The only real arguing that I've seen on this front are the occasional discussion between players.
Player 1: "We need to rest. This room seems like the safest spot we've seen."
Player 2: "We've been in this area looking around for just an hour and we've run into 4 patrols. It's too dangerous to rest."
Player 3: "I have to agree. It's too dangerous to rest here. Maybe we should go back to town and lick our wounds there."
player 4: "We can push on. None of us is too beat up yet and we still have a lot of fight in us. If we rest now or leave, the monster X's that live here will find the bodies we have left and sound the alarm, probably preparing defenses for us if we should come back. It will be harder, if not impossible if we rest now."
To me that's roleplaying and a great part of the game. Anything to get players roleplaying about hard choices is a good thing in my book. On the DM side of things it's only random(or sometimes set) encounters that can disrupt rests, so there's no real negotiation or arguing between myself and the players that goes on.
This in turn makes the GMs life easier, as you can design according to what they're prepped for, or can just design fixed encounters, and they either come prepares or they don't. No need to go out of ones way to balance the game, because it already will be by virtue of how the new resource system works.
Which, is the next big thing this would do. As player resources are no longer tied to adventure design, balance can be achieved per encounter.
As I mentioned in a prior post, 5e is balanced around the adventuring day. 6-8 encounters in-between long rests. It's probably the single thing I dislike most about 5e. By balancing around that many encounters, they have made the game about resource attrition. The initial encounters, even "hard" ones, will be easy. By the time you get to the last few encounters, resources will be low and the party will finally be challenged. Spend too many resources early and the party could lose PCs or have a TPK at the end.
Potions as a resource to replace sleep seems like it would unbalance 5e to a great degree unless potion consumption were highly limited to the point where they mimicked the amount of resources you recover the short rests in-between long rests and the one long rest you get per 24 hours. This system could be better for balancing encounters under a different system, though. That system would be designed with this particular crafting system in mind.
More still has to be done on the intra-party balance when it comes to 5e, and for that matter in monster design, but insofar as resource management goes, these systems would provide simplification and more depth simultaneously and where it ought to be. GMs do not need to have complex considerations just to make the game functional, and players by and large tend to appreciate robust mechanics that are flexible enough to be engaged with by choice.
Hooking gathering into travel activities also helps to make the process of travelling into something that actually has a point to work through rather than skipping it outright, and I don't think we need to argue over whether or not exploration needs help, and when combined with, by my experience much more fun and interactive travel mechanics (based on the Tension pool), you get a lot of mileage.
General thoughts.
1) 5e has been very specifically designed to be simple. In fact WotC has in my opinion thrown the baby out with the bath water and over simplified 5e. It really needs to be a bit more complicated than it is. Your crafting system would add quite a bit more complexity to the game, so WotC wouldn't ever make something like this for this particular edition. 6e might be different.
2) Resting as a means to recover resources is a major, major sacred cow for D&D. WotC won't be getting rid of it, especially since the amount of arguing it receives pales in comparison to say hit points or alignment, both of which remain and will continue to remain. Pushing for this system to replace resting isn't going to work for D&D. It could supplement it and/or be some sort of optional system that DMs can draw upon from the DM's Toolbox in the DMG.
3) I really like the idea of an improved crafting system. As you might have guessed, I like more complexity that 5e currently has. Your ideas wouldn't work for me as a replacement to rest, but as a more robust method of crafting, I could potentially see myself using it in that regard, though not as a replacement to rest. I would need to see the exact mechanics before I would decide that, though.
4) This seems like something that you could put out on the DM's Guild(or wherever else) as a 5.5e supplement and it might do very well. I doubt I'm anywhere near the only one who thinks 5e is too simple and wants a better crafting system.