Timer systems like arrow counting, rations and encumbrance are good for game flow. Removing them tends to diminish the level of emotional investment and roleplaying in the game.
Timer systems like arrow counting, rations and encumbrance are good for game flow. Removing them tends to diminish the level of emotional investment and roleplaying in the game.
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.