Camping equipment could fit the bill. You have 1 camping set, that's it. You can replenish the food and other supplies that allow you to setup a camp and rest, but they will go into that 1 set. Meaning, only once "per adventure" or can only be replenished in an "town" or "settlement". This is one is clunky but the easiest way to 'dress up' the mechanic.rusty_shackleford wrote: β April 28th, 2025, 06:24I can't really think of a good way to incorporate this into a more traditional CRPG structure. It's much closer to the new Shadowrun games where you go on missions, which does not facilitate something like sayβ¦ Fallout or Arcanum design.rusty_shackleford wrote: β April 28th, 2025, 06:16DDO rest points are also different β and objectively better design because they're limited to one usage, but it's also very different type of game because it's mission-based. You can(and will) hit points where you cannot progress in DDO, tough cookie, leave the mission.
Another option is to make the camping set too heavy/large in terms of inventory management to realistically carry more than 1. This one is immersive and moderately hard to balance as it heavily depends on the encumbrance rules and if the inventory uses slots or what not. Also, if comments are to be believed, people absolutely hate encumbrance rules and the first thing they cheat is unlimited encumbrance to loot everything under the sun.
Another option would be something like BG3 where someone has to carry the tents, bedrolls, healing/medical supplies, cooking supplies and food. Make the food required for a full rest very high. Balance the game around the availability of replenish that food so at most 2 rests are possible if 1 or 2 more people go overburdened with all the stuff. Another way, depending on inventory and encumbrance rules, may be that the supplies are just too numerous and/or heavy to pile on someone even at max Strenght/Carrying capacity. Like, perhaps the inventory space is limited and the tent and bedroll alone take a lot of space, so everyone has to carry their own tent and bedroll and then the Player needs to balance who is sacrificing encumbrance/inventory space to carry the various amounts and types of supplies, which don't perish and then the food, which is consumed after use, as well as medicine/bandages whatever is used for healing, which is also consumed after use. This approach is the hardest but I believe the most rewarding and immersive.