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Regarding ammo
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<blockquote data-quote="Skallgrim" data-source="post: 4579439" data-attributes="member: 79271"><p>Well, honestly, what I have been doing is forcing the PCs to track ammo. Thrown ammo can be recovered (provided that, for instance, they don't kill someone who falls down a mine shaft), but missile weapon ammo always goes away/breaks.</p><p></p><p>Then, the other thing I have done is consistently have some ranged weapon enemies. The halfling rogue was SO glad to see a goblin with a crossbow! She was all "Kill that guy and take his ammo!". She still had about 9 quarrels left, too!</p><p></p><p>This is a bit of fun for me and the players, it seems. It encourages them to think a little bit about their characters, and makes them pay a bit more attention to the opposition and their equipment (past the normal "loot and magic items" of course). That was always the one thing that I liked about GURPS over D&D. In most GURPS campaigns, taking the armor and weapons of your foe was a great idea. The armor and weapons were expensive, so you could get some great stuff, and you could reasonably sell it for a good amount. In D&D, it's pretty much "Meh, it's not magic". On the other hand, D&D is a bit more epic and fantastic, so it all balances out.</p><p></p><p>Admittedly, I don't have a ranged specialist, especially one who had multiple shot attacks (past the ranger with one double shot ranged attack). In that case, I might be a little more generous with ammo recovery. I would probably go with 50% of all shots as recoverable, but let every killing shot be a recoverable one, so that there would be another little reason to rejoice about each killing shot.</p></blockquote><p></p>
[QUOTE="Skallgrim, post: 4579439, member: 79271"] Well, honestly, what I have been doing is forcing the PCs to track ammo. Thrown ammo can be recovered (provided that, for instance, they don't kill someone who falls down a mine shaft), but missile weapon ammo always goes away/breaks. Then, the other thing I have done is consistently have some ranged weapon enemies. The halfling rogue was SO glad to see a goblin with a crossbow! She was all "Kill that guy and take his ammo!". She still had about 9 quarrels left, too! This is a bit of fun for me and the players, it seems. It encourages them to think a little bit about their characters, and makes them pay a bit more attention to the opposition and their equipment (past the normal "loot and magic items" of course). That was always the one thing that I liked about GURPS over D&D. In most GURPS campaigns, taking the armor and weapons of your foe was a great idea. The armor and weapons were expensive, so you could get some great stuff, and you could reasonably sell it for a good amount. In D&D, it's pretty much "Meh, it's not magic". On the other hand, D&D is a bit more epic and fantastic, so it all balances out. Admittedly, I don't have a ranged specialist, especially one who had multiple shot attacks (past the ranger with one double shot ranged attack). In that case, I might be a little more generous with ammo recovery. I would probably go with 50% of all shots as recoverable, but let every killing shot be a recoverable one, so that there would be another little reason to rejoice about each killing shot. [/QUOTE]
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Regarding ammo
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