D&D General Do you track ammunition?

There just is no point. Arrows are light and cheap enough that it is trivial to bring enough to never run out. I don’t mind resource tracking, but doing so makes only sense with resources that are actually scarce and could run out.
 

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I haven't tracked ammunition, and haven't required or cared if players track ammunition, in over 20 years.

I'm a way I feel bad about that; one of the big reasons archers never dominated battlefields back in the day was because of their limited stock of arrows (which were very difficult to make/manufacture). But it's just a level of bookkeeping I find too tedious to worry about.
 
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I once again suggest people check out Red Markets for a game that actually makes gear and keeping track of it matter, as opposed to it being tedious busywork that doesn't really add anything to play.
I went ahead and grabbed the beta playtest rules for the second version. I'm thoroughly intrigued by this idea of scarcity. I get that many people play fantasy RPGs for the heroic adventure or just to bash some heads, and that's all good fun. But I also like the Twilight 2000/Gamma World/Traveller genre where players scrounge for parts and keep stuff together with duct tape and baling wire, though I haven't had a game like that in decades. I think it would be cool to have a mix of these two genres that isn't as tedious as AD&D. Maybe Red Markets will give me inspiration!
 

Simple question: Do you track how much ammunition your characters have left?

Probably not so simple answers...

For my own characters, when I am playing? Yes.
For the PCs, when I am GM? Not really.

Unless the PCs are in a situation in which restocking would be difficult, I just use upkeep costs and figure the players get more when they have opportunity.

Resource management is like any other action in game - as a GM I only ask for checks when the outcome is unknown and there's interesting results from it.
 

It very much depends on the game, but also the type of ammo. In 5E, I have them track magical arrows, but otherwise ignore it. The players know that if there would be an extensive battle like a siege, I'd make a ruling.
 

Regarding arrows, it’d be hilarious if this adventurer fell down a wet and moldy uneven set of stone stairs…my poor arrows

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Simple question: Do you track how much ammunition your characters have left?

Probably not so simple answers...
No. It isn't fun, it doesn't add to the experience for me, and I find it slows down player turns. I like mechanics like Black Hack's usage die, but beyond that, I find the idea belongs in a genre of fun that I don't enjoy. I would be ok with something that was softer (like the usage die) such as tiers (at the end of every combat roll a d20 and on a certain # or lower, go down one tier until you have no more arrows) or as on certain rolls (roll a 1 or 13 on a ranged attack and run out of arrows and have to regather them after) etc.

A part of this is because I am ADHD. There is a lot going on in my head no matter what side of the screen I'm on, and keeping track of every arrow I fire is going to be overwhelming.
 

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