What you described is barely a timer system, reset on combat end doesn’t really ever matter to a game. I’m addressing longer time frame resource drain benefiting the game by creating risk and promoting choice. There isn’t really a point if arrows aren’t lost and broken.
I mean sure, I’ve dealt with GMs saying arrows broke or were lost or whatever. Now in the next combat that number on my character sheet counts down from 17 to 10. Then next combat it goes from 15 to 9. Then I get to a town and say “ok i go buy some arrows how much does that cost” and the gm says “idk like some silver” and im like “cool” and i remove a gold piece and refill arrows
it still doesn’t really add anything
this isn’t because those aspects of game design are fundamentally flawed, that isn’t what im saying. just that 5e doesn’t really work like that. it’s not a very well designed system at the end of the day
What you described is barely a timer system, reset on combat end doesn’t really ever matter to a game. I’m addressing longer time frame resource drain benefiting the game by creating risk and promoting choice. There isn’t really a point if arrows aren’t lost and broken.
I mean sure, I’ve dealt with GMs saying arrows broke or were lost or whatever. Now in the next combat that number on my character sheet counts down from 17 to 10. Then next combat it goes from 15 to 9. Then I get to a town and say “ok i go buy some arrows how much does that cost” and the gm says “idk like some silver” and im like “cool” and i remove a gold piece and refill arrows
it still doesn’t really add anything
this isn’t because those aspects of game design are fundamentally flawed, that isn’t what im saying. just that 5e doesn’t really work like that. it’s not a very well designed system at the end of the day