Wanted to share this homebrew idea. This is based off of the Supply mechanic from 5 torches deep, with an ICRPG simplification/twist.
The idea is to manage consumables in your game (healing potions, ammunition, rations, holy water, alchemical bombs, spell components, rope) in a more abstract way. Every PC tracks their ‘supply’ and you can spend ‘supply’ to pull consumables out of your bag mid game.
Let PCs have a base 10 supply (one heart) and let them have an extra heart of supply for every +1 INT they have. INT represents the characters ability to think ahead and prepare, therefore a higher int character may be more prepared. The wizard could become party’s quartermaster, always having more supply. Use WIS if it suits you more.
Skip the shopping trips in town. Let the players spend 1 coin (or more of the merchant is greedy) per supply to restock when in a town or at a merchant / caravan and move on.
Different consumables would have different costs. A healing potion could be 5 supply, and a stronger potion could be 10. One encounter of arrows is 1 supply. A day of rations is 1 supply. A torch is 1 supply. A spell component is 1 supply. Holy water or an alchemical bomb could be 5 or 10+ depending on the potency, same as potions. 50ft is rope is supply. You get the idea.
If you are mid adventure and run out of supply, things get rough. No supply means you are out of arrows, torches and rations and are desperate in the depths of a dungeon. This gives the DM another form of pace control like you can do with controlling rest. Control when players can restock supply. A wizard conserving his supply for spell components when the party is out of supply and needs a torch or potion is cool.
You can allow ranger type players to forage and gain some supply off the land daily. Maybe another class type could gain supply somehow. You could allow for some salvaging of abandoned caravans and things and let players recover some supply mid adventure.
This could encourage players to think creatively on the fly about what they can spend their supply on. They could ask the DM how much supply X or Y item would cost them, and the DM could make a ruling on the spot. You always have had that “bag of ball bearings” on your character sheet for 6 levels that you never used. Spend 1 supply and pull them out of your bag when you need them instead of tracking your inventory like a bean counter. Less simulation and more abstraction gives opportunity for creative solutions I feel.
Your inventory of consumable items is limited to your imagination and INT of your character.
What do you guys think? Would you ever try this?