So i was trying to think of some way to add some damage/consequences to my players between two major "encounters". I tend to run tougher encounters and im trying to have the party 'clear' the area over a week.
So with two major encounters and to show that it take all day to clear the section they are in i was wanting a mechanic to simulate the consequences of their day in this area.

This is what ive come up with and would be curious what flaws might be in my thinking.

1. Between the two encounters i intend to say the day is almost monotonous as you search and clear building after building, its not without incident thou.
2. Presented to the players will be five dice bags. Each with a die based on their class (4 d8s, and a d6). Im calling this Consequences, Courage and Karma.
3. The bag selected will be the damage dice received in the 'offscreen' encounters (Consequence). But a player can choose to take a second dice bag allowing another player to forgo taking it. (Courage).
I want them to describe what they did to take this hit, the moment of heroics.
4. The player who takes a second bag can then also use that damage dice on any d20 roll they roll or I roll against them). This is Karma.

I was thinking of adding a 6th bag with a d20, if no one picks the 6th bag, i as the DM get to use it against the players.

What do you think?