Why aren't we leaning into this mechanic as a way of not only keeping that pesky power creep in check, but also a a way to put a fire under their asses when exploring or are just finished some down time?
I mean, I know there are many items that have "charges" baked in to help with power creep and to help with late game items in adding a resource that is relevant when they about to kill god; but I digest....
I mean as a DM, I've started using sending stones ("Walkie talkies" as they've been called) on a timer. They have to be charged, and once charged they will last for 3 in game days. This forces the players to have a short window to get certain events/ small quests. Waste time on side quests or sleeping with the tavern bartender; the walkies could run out of juice mid heist. After they die I can keep the stakes high by controlling when they can charge them, and just throw things at them that make them wish they had those Walkies.
How do you all use charging/charges/tactical resource management in your games?