D&D (2024) Poll) Will the DMG2024 have Infinite Quivers?

Will there be a common "Endless Quiver" item?

  • Yes!

    Votes: 33 49.3%
  • Never!

    Votes: 34 50.7%


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I thought so too! Alas, my players didn't agree.

One possible use is to see through the eyes of a familiar and then fire "blind" and as long as there is some kind of path to the target they will always be hit.

Since you aren't casting through th familiar it would be really hard to find.

Really, any kind of magic scrying would work too.
 

Only special ammo needs to be tracked. Regular arrows etc? Who cares
D&D style videogames have been doing that more lately. When I played pillars of eternity for the first time, I for reals spent 30 minutes in the starting area trying to find an NPC to buy arrows from before turning to the Internet and finding out ammunition was handwaved.
 

Sounds like a mistake to me.

Sometimes automatically hitting is very strong.
In a system like 1e where a spell being cast is automatically interrupted if the caster takes any damage while casting (and casting takes time within the round), auto-hit is very useful, and interrupting spells would be that item's main use after low level.

In 5e where spell interruption by damage is not far from impossible, that usefulness goes away.
 

In a system like 1e where a spell being cast is automatically interrupted if the caster takes any damage while casting (and casting takes time within the round), auto-hit is very useful, and interrupting spells would be that item's main use after low level.

In 5e where spell interruption by damage is not far from impossible, that usefulness goes away.

You can automatically hit something from long range behind 3/4 cover as long as you can see a bit of it.

It's good at taking out escaping creatures, tiny low hp hard to hit creatures, really good at forcing enemy creatures to come to you if you have a way to scry ahead, and good at forcing concentration checks on something very important.

Probably best on a low dex fighter who has trouble with long range.

Best use might come up only once or twice in a campaign but when it does it's very good to have it and could save the day.
 

Years ago, either in high school or college, I had a fletcher that sold a magical quiver that was effectively endless. The trick was, every time it replenished arrows, it magically teleported new arrows from his shop at twenty times their normal price automatically deducted from the character's purse. The ranger that bought the quiver came to think of it as a cursed item!

But no, I doubt there will be an endless quiver--between the energy bow and the quiver of Ehlonna, I think it's basically covered.
 

I think a D&D game where the dungeons are about survival, preparation, and tactics does not preclude story at all. You can have a lot of story or very little story. The two don't correlate necessarily. Now does the former tend to have less of the latter? I don't know. It doesn't in my campaigns but I will admit I have no knowledge beyond just my experience about the greater gaming world in general in this area.
 

I think a D&D game where the dungeons are about survival, preparation, and tactics does not preclude story at all.

It's a more general genre statement. Yeah, you can have story in any game. But, a game where the main challenge is surviving a hostile environment where you need to carefully track resources is a different vibe than a game where the main challenge is to grow and change as a character and thwart personal antagonists in a satisfying story arc. Though a game can dip a bit into both camps, it'll ultimately design better for one or the other. Counting arrows ultimately has very little to say about character and narrative. If your game counts arrows, it's prioritizing the dungeon survival aspect in that regard. And if its other mechanics don't also support that vibe (for instance, if your healing is generous and ample and your PC's are typically expected to be maxxed out on hit points at the start of combat), you'll have a game that's pulling in a few different directions.
 

D&D style videogames have been doing that more lately. When I played pillars of eternity for the first time, I for reals spent 30 minutes in the starting area trying to find an NPC to buy arrows from before turning to the Internet and finding out ammunition was handwaved.

In BG1 and 2 I would buy hundreds of arrows at a time. It was so very pointless. Same with actual D&D. Buy 100 arrows. Fill quiver. Put some in backpack. Put the rest in saddlebags on horse. Refill quiver as needed. It was pointless to track.
 

In BG1 and 2 I would buy hundreds of arrows at a time. It was so very pointless. Same with actual D&D. Buy 100 arrows. Fill quiver. Put some in backpack. Put the rest in saddlebags on horse. Refill quiver as needed. It was pointless to track.
One thing I liked about the infinity engine games were the weapon slots, the quiver slots, and the quick item slots. The notion that you can have X items at close reach that don't take extra time to get out during a fight is useful.

But yeah, me keeping 4 stacks of 20 arrows on everyone was a lot of book keeping. Come back to town, sell my loot. Buy back up my arrows, repeat.
 

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