Usage Dice are an F20 innovation for tracking consumables. The short version: a particular resource, like arrows in a quiver or burning torches, are rated by die size. When you use that resource, you roll the die – on a 1-2, the die drops one dice size. Roll a 1-2 on a d4, and you’re out of that resource. It’s a handy little mechanic that reduces book-keeping while adding excitement.

13th Age cares even less about tracking minor resources. Above 1st or 2nd level, I’ve certainly never bothered noting how many arrows my archer has, or how many days worth of iron rations the characters have in their packs. There are games where managing logistics and balancing the weight and cost vs the utility of a particular item is part of the fun; 13th Age is not normally one of those games.

In fact, 13th Age goes further, making gold and non-magical treasure virtually unimportant. So, let’s take the whole question of resources, and abstract it out!

Resource Saves

A Resource save is a regular saving throw, succeeding on an 11+. If you succeed, you have the item required. If you fail, you don’t have that item to hand.

There are two possible triggers for a resource save:

The GM can call for a resource save where the adventurers are at risk of running out of a particular type of resource (arrows after a long battle with lots of archery, food and water while lost in a dungeon). If the save fails, the adventurers are out of that particular consumable.

Players can also call for a resource save to determine if they have a particular unusual item. Do you have a healing potion to hand? Resource save! A weapon oil or rune? Resource save!

Each time you make a Resource save, make a note. You get a -2 penalty to Resource saves for each previous Resource save. To get rid of this penalty, see Refreshes, below.

Wealth saves

Wealth saves work the same way, covering the character’s cash on hand. Can you afford to stay in this pricy inn? Make a Wealth save. Can you bribe the guard? Wealth save! If you fail a Wealth save, you’re out of coin.

Failing a Wealth save doesn’t necessarily mean you simply don’t have enough coin. Maybe you got gouged by a greedy merchant, or your coin-purse got robbed, or you have a secret gambling problem, or you donated a portion of cash to the temple. Maybe, in the tradition of wandering adventurers, you squandered it all on ale and feasting, or weird arcane supplies. Look, if you were a prudent, fiscally sensible sort you probably wouldn’t be adventuring in the first places.

Again, each time you make a Wealth save, make a note. Take a -2 penalty to Wealth saves for each previous Wealth saves, successful or not.

Refreshes

You can refresh your Resources by visiting a market, a town or some other bastion of commerce and making a successful Wealth save to buy what you need. You can also refresh your Resources if you find a supply cache or armoury in a dungeon. When you refresh, erase all the penalties to your Resource save.

You refresh your Wealth by looting treasure. Simple as that. (Or finding some other source of wealth – going home to your rich family, collecting taxes from your domain, collecting a bounty on that ogre bandit, honest work, stealing from the guilds of Glitterhaegen…)

Character Tiers

Obviously, what counts as a common expense to a beginning adventurer is very different to a common expense to a mighty hero of the Empire or dimension-sundering master sorcerer. If you make a Hard save instead of a regular one, you get access to the benefits from the next tier up instead. Conversely, if you ask for an Easy save instead of a regular one, you get the benefit of the lower tier.

So, if you’re a Champion-tier character, you can make an 11+ Resource test for a Champion-tier potion, a 16+ save for an Epic potion, or a 6+ save for a bog-standard Adventurer potion.

New Feats: Wealthy & Well-Equipped

Wealthy: Once per level, reset your Wealth save penalty to 0.

Well-Equipped: Once per level, reset your Resource save penalty to 0.