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<blockquote data-quote="delericho" data-source="post: 5545785" data-attributes="member: 22424"><p>In general, I agree with others - tracking mundane ammunition is a hassle that doesn't really add enough to the game to be worth it. If you enforce it, you'll also likely find that the high-Str characters will load up on absurd numbers of arrows, so that the group never, ever runs out. (And if you don't use encumbrance, then <em>any</em> character who uses a bow will do this.)</p><p></p><p>Incidentally, if you find that tracking single arrows is just too much of a pain, here's a workable compromise:</p><p></p><p>Instead of selling arrows by the 10 (or whatever), sell them by the "bunch". In each encounter that a character fires even a single arrow, have him cross off a "bunch" arrows (regardless of how many he <em>actually</em> fires in the encounter).</p><p></p><p>Of course, this means that he uses as much resource if he uses 1 arrow in the fight as if he uses 100, but is that really a huge problem? (It should average out over time.)</p><p></p><p><em>Outside of encounters</em> I would suggest a "rule of one", whereby a character can fire one arrow, or lend one arrow to a colleague, without having to cross off a bunch. However, any more (or if there's even a hint of it being abused), and he has to cross off a "bunch".</p><p></p><p>(Also, for very large battles, such as the battle at Helm's Deep, you'll probably want to split the scene into several smaller enounters. However, the desire/ability of the characters to take a short rest to refresh their powers/spend healing surges will probably take care of that for you.)</p></blockquote><p></p>
[QUOTE="delericho, post: 5545785, member: 22424"] In general, I agree with others - tracking mundane ammunition is a hassle that doesn't really add enough to the game to be worth it. If you enforce it, you'll also likely find that the high-Str characters will load up on absurd numbers of arrows, so that the group never, ever runs out. (And if you don't use encumbrance, then [i]any[/i] character who uses a bow will do this.) Incidentally, if you find that tracking single arrows is just too much of a pain, here's a workable compromise: Instead of selling arrows by the 10 (or whatever), sell them by the "bunch". In each encounter that a character fires even a single arrow, have him cross off a "bunch" arrows (regardless of how many he [i]actually[/i] fires in the encounter). Of course, this means that he uses as much resource if he uses 1 arrow in the fight as if he uses 100, but is that really a huge problem? (It should average out over time.) [i]Outside of encounters[/i] I would suggest a "rule of one", whereby a character can fire one arrow, or lend one arrow to a colleague, without having to cross off a bunch. However, any more (or if there's even a hint of it being abused), and he has to cross off a "bunch". (Also, for very large battles, such as the battle at Helm's Deep, you'll probably want to split the scene into several smaller enounters. However, the desire/ability of the characters to take a short rest to refresh their powers/spend healing surges will probably take care of that for you.) [/QUOTE]
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