Not really sure if this is relevant to your debate, but the debate was intriguing and I just felt like barging in on it. On the topic of consumables, in particular healing potions: If you wanted to incorporate a system into the game where you wanted your player to preserve their resources and convey a sense of risk, survival game style could could either make them heavier or, as I would prefer, simply limit the number of potions the PC is allowed to carry with them.
This is something I'm considering doing in a module I am developing, The PC can only carry a limited number of potions. This isn't a problem outside of dungeons, but when you enter a dungeon the PC cannot leave until they complete it. Therefore, they are forced to recongise the need to preserve their potions or they will ultimately fail.
How it relates to that debate is kind of this. An issue rogueknight bought up was that low levels are usually given too little consumables when they actually need more and a high-level is given too many potions when they actually need less. As a solution to both issues, limiting the number of potions the PC can carry could prove useful but only if its implanted correctly. I mean, there's absolutely no point if the PC can go back in forth to the potion store and get more potions because then they'll see that as a tedious game play mechanic.
However, if the PC was not allowed to return for more potions in some situations, this implantation may, in fact, prove useful. It would not prove useful in all modules though as again, the tedious side of it, that players will exploit, in going back and forth to get more.
Edit: Oh, and I agree with Tarot.
Modifié par simomate2, 31 mars 2013 - 10:58 .