Let's think about this issue in bigger picture. Since we can long rest after each encounter we are actually missing any resource management system. We are only managing limited resources during encounters, not in between them. And I believe this is an issue to be solved somehow. Healing spells outside of combat are useless, Warlock short rest spell slots are useless, etc. The proposal for having a component pouch which will cost some money to recharge is at least some way how to introduce resource managment system between encounters. Not an ideal one but it scratch the same itch.

From game designer perspective you need to decide first wheter you want to implement any limited resources at all and if yes, it's important to keep it simple. Remember that resources are an abstraction. For example HP and Mana bars are one of the best inventions of game design we have. It's robust and simple. Any more different bars (food, water, fatique, vitamins, oxygen, separate bars for separate body parts, ...) will probably not make your game any better unless it's your very core design decision.

DnD have limited resources in form of HP and slots for spell and abilities (just a different representation of Mana), plus optional lifestyle expenses in gold which can abstractly covers all material requirements (food, repairs, mundate ammunition, components, ..). It's also very simple and very robust. You need rest to replenish your HP and slots and you need to go to adventure to have money for lifestyle expenses. But the longer I play BG3 (over 100h now) the more I feel Larian does use DnD only as a flavour, not an actual mechanic which drives the game. The game is driven by story and visuals (edit: with no intention to have any resource management.)


Last edited by Zahur; 02/11/20 09:57 AM.