In a thread on the RPGsite (see post #15), Barbatruc proposes an interesting method for tracking torches and lanterns. He later mentions being inspired by Intwischa’s method for tracking ammo. Talysman drops in a little later (post #26) to mention that he does something similar with wands. (Which, I’ll note, is very similar to Numenera‘s artifact depletion roll.)
For my own reference, I’m going to archive these methods here briefly:
LIGHT SOURCES: In OD&D, set aside a d6 for each lit torch and a d24 for each lit lantern. At the beginning of each turn roll all the dice set aside: Anything that comes up 1 goes out and gets marked off the character sheet. (This results in torches and lanterns having by-the-book durations on average, but introduces an element of uncertainty and variability. More importantly, it simplifies bookkeeping.)
INTWISCHA’S AMMO: The PC has an “ammo die” of a size determined by the amount of ammunition they’re carrying. They roll this die with each attack roll and if it comes up 1, their die type decreases by one size. If they purchase ammunition or find a stash of it during the adventure, they can increase the die size instead.
ALTERNATIVE AMMO: Have your PCs buy ammo in lots equal to the die size of the system you’re using. (d20 in 3.5, for example.) When you roll a 1 on your attack roll, mark off one lot of ammo. (Trail of Cthulhu uses a similar mechanic in pulp mode, but when you roll the 1 you’re actually clicking on an empty cylinder and automatically miss. I’m ditching the “critical failure” aspect of the mechanic and just using it to track ammo.)
WANDS: Roll percentile dice. On a roll of 1 or 2, the wand has run out of charges. (Note: This system doesn’t work if you want the PCs to have some method of determining exactly how many charges are left in a wand.)
What I’m seeing here is a cluster of techniques that I think can be trivially generalized to cover any form of consumable that are likely to be carried in large quantities for frequent use. I suspect it’s particularly useful if you can incorporate it into a general resolution mechanic (instead of rolling a separate die on every single check).













