D&D General Do you track ammunition?

Note: All of this is D&D specific. In other games I've gone so far as to have characters take up the knapping skill along with wilderness woodcraft, such that in a pinch they can craft stone-headed arrows during long wilderness deployments.

As a player, I tend to do so automatically. As a GM, I only bother when the scenario would make running out likely -- and thus the tracking (and more importantly the weighing of the option whether to use the arrow or not) an interesting component of the gameplay.

Recently in the magic thread I mentioned that I think D&D hasn't done survival mechanics all that well in the making-them-interesting part, and I think much the same point applies here. I think for a lot of people ammo tracking has been a incrementing a number that goes up and down but never hits 0* and nothing interesting comes of it and it's no wonder it is neglected. *because after the first time it ever happens to you, you overstock well in excess of any realistic requirements, and the system makes it easy for you to do so.
Generally speaking, I think my current group stops tracking non-magical ammo once we get access to our first magical storage device.
This is a point I keep noticing. OSR D&D discussions often emphasize how the game bitd focused significantly on the weighing of difficult choices like how much supplies do you bring into the dungeon vs. how much treasure (and thus XP, under the gp:xp framework) you can carry out. Yet even by 1974, there was enough tension on this playstyle (be it pushback or realization that maybe it gets old after a while, or something like that) that one of only 26 miscellaneous magical treasures was dedicated to an item which practically negates the issue.
I remember Back In The Day "if it's not on your sheet, then you don't have it." But we've definitely moved away from that...
So is this move more of the "simulationist vs gameist" play preferences/design?
I'm not sure I'd agree that this has something to do with G vs. N vs S playstyle. I think it has more to do with granularity of activity covered (particularly an activity not expected to be interesting). 'My character knows to stock up on supplies that got used up in the last adventure, and at this level the costs involved are within our rounding error' is a reasonable (if debatable) position in G, N, or S playstyles.

Imagine that you do have your players track items and replenish them between adventures. Also that you don't believe in adventuring shops and as such the characters have to buy arrows from a fletcher, rope from a roper, lamp oil from a... chandler?*, and so on. Now, do you make your players go to each shop and buy each item, or can they just have a list and add up the cost; and do you think your decision on this changes whether your gameplay style is more G, N, or S?
*just a guess. Brief research on who in medieval times sold oil was not clear, and they already were rendering fat for candles...

I think that, provided there's a reasonably shared understanding of what that character would be bringing on the adventure*, such that the character doesn't suddenly have the item because it would make a better story**, then IMO the difference is exclusively one in conservation of focus/sweating the details, and not one about GNS theory.
*everyone would agree that they would bring antitoxins on a swamp mission.
**or because it is a game where a metanarrative resource is expended to have an item 'have been in their possession all along.'

*Note that this is usually what I legally can carry by the rules, even if the reality of carrying around a few hundred arrows is debatable, lol. My usual argument that if we don't need to keep a close tally of what exact spell components a caster is carrying about, there's no real reason to keep a close tally of how exactly someone carries their ammunition. It only seems fair!
I think there is a reasonable game to be made where you can only carry as many arrows as a person reasonably could (regardless of weight). However, I wouldn't want the realism to apply selectively to just that. It can* quickly cascade to discussions about carrying multiple long items (bows, spears, 10' poles) through forests, wearing full harness plate while marching cross country, keeping armor rust free in wet grass/swamps without attendants, wearing such while crawling into conveniently-located treasure(and monster)-filled holes in the ground, the economics of such a world, and so on. *and honestly should, if you're going to be nixing someone wanting to carry 60 arrows, but that just happens to be your specific realism pet peeve.

Which is not to say you should never defer to realism, just recognize that selective realism is itself unrealistic and what we tend to ask our PCs to do is inherently unrealistic. As usual, nearly anything works as long as there is a shared understanding and buy in from the participants (session 0 is your friend, etc.).
 

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Nope. Got out of that habit after playing Dragon Age Origins and realizing how much I liked not having to worry about it.

The only ammunition we track is special ammo like Arrows of Dragon Slaying or exploding crossbow bolts.
 

No. What you are talking about is meandering all over the place to create loaded questions in defense of an item duplication exploit under a different name.

Mod Note:
Rhetorical question: Have you ever wondered what would happen to conversations you are in if we allowed everyone to just go around accusing each other like this?

Maybe don't do to others that which you'd not like if it were done to you, hm? Thanks in advance for your efforts to resist the temptation in the future.
 

Oh man. I make em keep track of rope, too.
YUP!!
I can't tell you how many times my players needed 100 feet of rope, but only had a 20' piece, a 10' piece, and a 30 foot piece.

We track rations per day in the wilderness, arrows, rope, etc. If you just hand wave away these things, there are much fewer, if any, difficult non-combat choices the players need to make.
 

No, I'd like to say yes but I'm just not going to put that expectation on my young players. I abstract it. I may say "you pull your last arrow" to add drama but it's rare.
 

What I am talking about is the GM not requiring tracking of ammo as there is no point. It is not a massive task to track it, but as tracking it does not lead to interesting choices it is wasted time and effort.
Thoughts:
1. Tracking ammo can add a touch of verisimilitude to an otherwise bald and unconvincing narrative.

2. It's good to have matching levels of abstraction. If the combat system rolls for each arrow loosed at a monster, then tracking each arrow loosed is a good pairing - better than using a more abstract system to determine if and when the characters run out of arrows. If the combat system has a higher-level abstraction about what happens when "archer attacks monsters with archery" then an abstracted and simplified system for arrow expenditure is the better paring.

3. Any one resource-tracking task may be trivial, but as more and more such tasks are added, resource-tracking becomes less and less trivial overall. That's why my house rule puts arrows-that-hit and arrows-that-miss in the same pool, rather than following the RAW of tracking them separately. A second tracking task here may be trivial, but the benefit is also trivial, and IMHO it's a marginal loss of Creamy Gaming Goodness rather than a marginal gain. (As always YMMV.)
 

Thoughts:
1. Tracking ammo can add a touch of verisimilitude to an otherwise bald and unconvincing narrative.

2. It's good to have matching levels of abstraction. If the combat system rolls for each arrow loosed at a monster, then tracking each arrow loosed is a good pairing - better than using a more abstract system to determine if and when the characters run out of arrows. If the combat system has a higher-level abstraction about what happens when "archer attacks monsters with archery" then an abstracted and simplified system for arrow expenditure is the better paring.

3. Any one resource-tracking task may be trivial, but as more and more such tasks are added, resource-tracking becomes less and less trivial overall. That's why my house rule puts arrows-that-hit and arrows-that-miss in the same pool, rather than following the RAW of tracking them separately. A second tracking task here may be trivial, but the benefit is also trivial, and IMHO it's a marginal loss of Creamy Gaming Goodness rather than a marginal gain. (As always YMMV.)
Agreed.

My groups have usually used a 50% chance of recovery for all used arrows, assuming the archer has time after the fight to look for and retrieve them. Just roll an equal number of dice; any low rolls are gone. Those not recovered are assumed lost or broken.
 

I’m planning to try out an ammunition die mechanic in my next campaign. Instead of tracking individual missiles, you have an ammunition die. When you spend ammunition, you roll the die, and on a 1 you reduce the die by a size category. When you roll a 1 on a d4, you have only one use of the ammunition left. Ammunition is sold in bundles, each of which increases the die size by one category, up to a maximum determined by the container. Magic ammunition is usually found in bundles of 1d4.

AmmunitionCostWeight
Arrows25 sp.25 lbs.
Gunpowder15 sp.125 lbs.
Blowgun Needles14 cp.15 lbs.
Bolts25 sp.375 lbs.
Bullets1 cp.375 lbs.

ContainerHoldsCost Weight
Pouch1d10 Bullets or 2d12 Needles5 sp1 lb.
Powder Horn1d6 Gunpowder35 gp1 lbs.
Quiver1d10 Arrows or 1d10 Bolts1 gp1 lb.

“Bullets” covers both sling pellets and musket/pistol balls, but firearms require both a bullet and a charge of gunpowder to fire.

On average you should get a similar number of uses from a full container of the appropriate ammo as you would under RAW for the same total cost (you get one extra with a sling or firearm, one fewer with a bow or crossbow. 5 more with a blowgun.)
 
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I leave it to the player. Usually, I allow them to recover 80% of their arrows or bolts. Once they have magic weapons, it really doesn't matter. (I still use 4th ed D&D, so magic items automatically return.)
In Star Wars D6, I'll have a blaster run out of charge if the D'Oh die rolls a 1 and I roll a complication (another 1).
 

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