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<blockquote data-quote="CandyLaser" data-source="post: 9388594" data-attributes="member: 7029413"><p>Even in D&D, I tend to use loss of ammo as something that happens based on PC and NPC actions in the narrative, rather than by counting shots. I like when games include that sort of mechanic by default. A couple of other light mechanics I've liked: </p><p></p><p>1) The usage die from Forbidden Lands (and other games; I think Torchbearer might be the origin, but I'm not sure). Rather than counting individual arrows, your supply of arrows is represented by a die. When you get out of a situation where you used arrows, you roll the die. If you get a 1-2, the die size goes down. When it hits d4, a 1-2 means it's gone. I like this because it simplifies bookkeeping, overhead, and tedious questions about precisely how many arrows get recovered after a fight, and it means that using arrows becomes an interesting question of risk management rather than an exercise in basic math.</p><p></p><p>2) The 4e-inspired Gamma World boxed set made ammo binary; you either have it or you don't. If you don't have ammo, you can't use your weapon. If you do have ammo, you can make one attack with it in a fight without spending ammo. If you make two attacks, you'll lose your ammo - but not until the end of the fight, so you might as well use it every round. You can get your ammo back when you get the chance to find, make, or buy it. This probably isn't good for D&D, unless you're playing a fairly harsh survival oriented game or if you're fairly lenient about getting ammo back (say, letting it come back after the party makes camp and the archer spends a couple hours fletching new arrows or whatever). I still think it's an elegant way to handle ammo tracking that also makes using ammo more of a consequential choice.</p></blockquote><p></p>
[QUOTE="CandyLaser, post: 9388594, member: 7029413"] Even in D&D, I tend to use loss of ammo as something that happens based on PC and NPC actions in the narrative, rather than by counting shots. I like when games include that sort of mechanic by default. A couple of other light mechanics I've liked: 1) The usage die from Forbidden Lands (and other games; I think Torchbearer might be the origin, but I'm not sure). Rather than counting individual arrows, your supply of arrows is represented by a die. When you get out of a situation where you used arrows, you roll the die. If you get a 1-2, the die size goes down. When it hits d4, a 1-2 means it's gone. I like this because it simplifies bookkeeping, overhead, and tedious questions about precisely how many arrows get recovered after a fight, and it means that using arrows becomes an interesting question of risk management rather than an exercise in basic math. 2) The 4e-inspired Gamma World boxed set made ammo binary; you either have it or you don't. If you don't have ammo, you can't use your weapon. If you do have ammo, you can make one attack with it in a fight without spending ammo. If you make two attacks, you'll lose your ammo - but not until the end of the fight, so you might as well use it every round. You can get your ammo back when you get the chance to find, make, or buy it. This probably isn't good for D&D, unless you're playing a fairly harsh survival oriented game or if you're fairly lenient about getting ammo back (say, letting it come back after the party makes camp and the archer spends a couple hours fletching new arrows or whatever). I still think it's an elegant way to handle ammo tracking that also makes using ammo more of a consequential choice. [/QUOTE]
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