Having had a player go from 4 to 1 Air in one roll on the way in, it forced him to go back pretty quick. Player decided he'd popped a leak.I like the unpredicatablity of the consumables as it is, but houserules are legit. You'll skip an element of tension in favor of simulating realism. I remember a lot of movies where the protagonist taps on his manometer and suddenly the needle jumps to the red zone, because it was jammed.
In the "Chariot of the Gods" it's not even a catastrophy to go out of air supplies, just a possibility of being infected. More tension, more mistrust and interaction between the players. Sounds positive in my ears. Act II actually implies that it had happened, yet.
Running out of air means going on the almost unbreathable local, frozen, air.
Also, Air is tracked at Turns, so it's pretty tight on the available suits.
Using number of iterations that don't cross 33% at 0d (σ=+1) · · · 50% (σ=0) · · · 66.67% (σ=-1)
1d=20 · · · 30 · · · 50 minutes
2d=50 · · · 70 · · · 100 minutes
3d=60 · · · 80 · · · 110 minutes
4d=70 · · · 100 · · · 120 minutes
5d=80 · · · 110 · · · 140 minutes
6d=100 · · · 130 · · · 180 minutes
7d=110 · · · 140 · · · 160 minutes
I think this rule may be broken...
It's rather see the dice thrown based upon activity level during the turn... rest=1d, walking 2d, working 3d, fighting +1d/round