This looks like a trainwreck of video game mechanics that don't translate into RPG mechanics.
Dice
Did you note that I included encumbrance. Magic bags are a huge problem for trivializing the concerns of your character.
There are systems that make it not purely accounting, like resource dice.
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.
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.
In video game design there is the MDA framework. Where mechanics (rules) create dynamics (gameplay flow) that express aesthetics (genre and emotional expression). Thus in d&d the rules change the actions players take and these actions determine the tone and feel of the game. This is why Silvery Barbs is miserable, the dynamic it creates diminishes the roleplaying aesthetic by breaking suspension of disbelief.
When looking at 5e the fact most players don't just homebrew a few rules, but gut large mechanics (light, encumbrance, gold, travel) of the game. This has completed removed WotC's control of D&D's dynamics. This breaks the aesthetics of the system. 5e in it's current state is not a heroic fantasy game, but everyone thinks it is. Which is why so many tables fail and new DMs burn out.
"Finally, this rule absolutely eliminates the need for anyone, be he player or, so help me gods, GameMaster, to fudge a roll. Fudging, also known as CHEATING has no place in a game that already has a mechanic designed to eliminate freak occurrences."
I guess you are right, DMs can fudge all they want. GMs keep their honor and don't roll dice with Satan.
You mean like Jesus? That seems a little heretical, this isn't Warhammer Fantasy RP.
Funny, my Hackmaster book p. 113 says fudging dice is cheating. But you are free to roll dice with the devil.
There is a wide range in how RPGs can be played. For TSR era D&D there it has a lot of in built mechanical flexibility. White Wolf games like WoD or Exalted adds a layer of dramatic flexibility at the expense of in-built heroics, which works well for a dark modern setting.
I really like a lot of games for different reasons. WW games, particularly Wraith, are some of the more interesting to run. Due to the higher reliance on player creativity and inter-character interactions. I really enjoy Wraith's shadow system for creating interactions between players for character flaws.
Paranoia is perhaps one of the most interesting GM experiences because it encourages so many deviations from standard gamemastering; railroading, PvP, splitting the party, killing PCs, ... . Still it works so well.
Yep, that one gets around whenever people discuss the satanic panic.
I am specificly referring to things like the battledome and retained retraining rules. The creators don't seem to understand what an RPG is and are treating it like video game mini-games are an ideal play pattern. Like are you going to want to reference some poorly designed minigame rule for Negg management?
Neopets seems like an ideal IP for something rules light, not something that is trying to be GTA on paper. I also sense that some of these designs might make the game feel unfaithful to Neopets.
Note that it's making a lot of promises for more rules, but not describing what those rules are. Which is likely a sign of the rules being very rough and needing a lot of work. Which is why I say it looks like a mess.