D&D 5E - Waterskins (apparently every adventuring party in history died of thirst)
I give my players a free extra waterskin for exactly that reason.That being said, I think the assumption is that if you are traveling in a region with fresh water this shouldn't be a problem. At a minimum, you'd just need to set up camp near some water--so I assume the party does when possible.
However, two waterskins would allow a character to survive in a region where you are only likely to run into a water source once per day, so it's more important in semi-arid climates. If you only had one waterskin in such a climate, I'd require foraging actions to keep enough water on hand.
In an arid climate where you won't even run into water every day, you'll need to make some rolls unless you are carrying several waterskins.
This sort of thing is what makes things more immersive for me.
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