Nytmare
David Jose
It really depends on the game, I've run the full spectrum.
I've run "extreme" accounting games where food, water, and ammo are tracked continuously, and I've run abstract fumble chart games, where the only time you don't have ammunition is when you reach up to your quiver and realize that you're drawing your last arrow.
It really depends on what the focus of that particular campaign is, and whether anything is going to be gained from that sub game.
In my last run of 4E we tracked ammunition because the archer had a magic quiver on his wish list. We didn't track arrow for arrow, we tracked it by power usage; and when they found loot, I'd just give the group a coin amount, and the ranger and wizard could "find" ammo and spell components as part of their share.
I've run "extreme" accounting games where food, water, and ammo are tracked continuously, and I've run abstract fumble chart games, where the only time you don't have ammunition is when you reach up to your quiver and realize that you're drawing your last arrow.
It really depends on what the focus of that particular campaign is, and whether anything is going to be gained from that sub game.
In my last run of 4E we tracked ammunition because the archer had a magic quiver on his wish list. We didn't track arrow for arrow, we tracked it by power usage; and when they found loot, I'd just give the group a coin amount, and the ranger and wizard could "find" ammo and spell components as part of their share.