Resources
Resources are used to track elements that character's collect and consume, earn or spend, but are not directly leveraged when performing actions.
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Resources are used to track elements that character's collect and consume, earn or spend, but are not directly leveraged when performing actions.
Last updated
Resources typically are one of the following types.
CURRENCY: An element that characters earn and spend. This resource can include real currency like credits, gold pieces, or meta-currencies such as experience points or wildcards.
CONSUMABLE: Items that can be used up or depleted after one or more uses. Consumables include food rations, water, ammunition, or specialty items like magic potions or scrolls.
BREAKABLE ASSETS: Assets that can absorb damage. This includes physical items like Armor or Shields. Other types of assets that can absorb damage include companions.
PROTECTIVE WARDS: Wards are a protective enchantment or a boundary (usually invisible and intangible). Protective wards typically provide up to 3 units of protection before they require replenishment.
ARMOR AND SHIELDS
Protective items like wearing Armor or carrying a Shield can be both an Asset and a Resource, helping a character deflect incoming attacks or absorb damage. When a player includes a protective asset in an action roll to defend from an attack, it leverages the item's ability to deflect damage. As a resource, items are protected by absorbing damage at the cost of eventually requiring replacement or repair.
Each resource measures the current amount on hand. When the player earns or acquires a resource, they increase the resource value. They decrease the resource amount when they use or consume a resource during gameplay.
SIGNIFICANT RESOURCES
Tracking mundane resources like food, water, or ammunition may or may not be essential within a specific setting or campaign. Focus on resources that are significant to the narrative or must be tracked to support a particular game mechanic (such as helping the resource-based trigger of a feature).
Depending on related game mechanics, resources may be unlimited or have a minimum and maximum value.