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Helping melee combat to be more competitive to ranged.
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<blockquote data-quote="Ovinomancer" data-source="post: 6988824" data-attributes="member: 16814"><p>Re: encumberance</p><p></p><p>Ammunition just doesn't weight much at 20 arrows for 1 lbs or 20 bolts for 1 1/2 lbs. For a low level character, getting 2 attacks per round with crossbow expert, one set is 10 rounds of combat. Piece of cake to carry 2 for 20 rounds of maximum fire rate, more for less. Add in the recovery rules for fired ammo and just carrying 2 quivers or bolt cases is enough for an extended adventure. Go up a few levels and it gets harder, but so does the likelihood of a bag of holding or portable hole showing up. I track encumbrance in my games, but ammunition has been a problem exactly once for my players, and that was when an enemy thief stole weapons from the camp and our ranged rogue had to deal with only the few arrows left in their main quiver. I used to pay closer attention to it, but then the rogue and the ranger got a bag of holding and promptly stored 200 arrows in it. At 10 pounds, it puts little limit against the 500 lbs limit of the bag, and they have all stored arrows bundled tightly, not loose and ready to use, and dip into it for replenishing the active supply in their quivers as necessary. </p><p></p><p>Sure, I could press a set of encounters and maybe run the ranger out of arrows through continuous contact (ie, no time to reach into the bag, pull a bundle, slice the cords and take a minute to put it into the quiver), but that's not effort that makes sense just to make ammunition an issue. I'm fairly certain that this is the case for any archer build. Ammunition in D&D isn't a factor for any player that has a modicum of planning unless the DM is intentionally pushing that issue.</p><p></p><p>TL;DR: ammunition is, at best, a weak limit on ranged characters and does not offset anything. This doesn't construe an argument for or against ranged superiority, it merely contravenes the argument that ammunition is an actual impediment to ranged characters with a modicum of planning.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 6988824, member: 16814"] Re: encumberance Ammunition just doesn't weight much at 20 arrows for 1 lbs or 20 bolts for 1 1/2 lbs. For a low level character, getting 2 attacks per round with crossbow expert, one set is 10 rounds of combat. Piece of cake to carry 2 for 20 rounds of maximum fire rate, more for less. Add in the recovery rules for fired ammo and just carrying 2 quivers or bolt cases is enough for an extended adventure. Go up a few levels and it gets harder, but so does the likelihood of a bag of holding or portable hole showing up. I track encumbrance in my games, but ammunition has been a problem exactly once for my players, and that was when an enemy thief stole weapons from the camp and our ranged rogue had to deal with only the few arrows left in their main quiver. I used to pay closer attention to it, but then the rogue and the ranger got a bag of holding and promptly stored 200 arrows in it. At 10 pounds, it puts little limit against the 500 lbs limit of the bag, and they have all stored arrows bundled tightly, not loose and ready to use, and dip into it for replenishing the active supply in their quivers as necessary. Sure, I could press a set of encounters and maybe run the ranger out of arrows through continuous contact (ie, no time to reach into the bag, pull a bundle, slice the cords and take a minute to put it into the quiver), but that's not effort that makes sense just to make ammunition an issue. I'm fairly certain that this is the case for any archer build. Ammunition in D&D isn't a factor for any player that has a modicum of planning unless the DM is intentionally pushing that issue. TL;DR: ammunition is, at best, a weak limit on ranged characters and does not offset anything. This doesn't construe an argument for or against ranged superiority, it merely contravenes the argument that ammunition is an actual impediment to ranged characters with a modicum of planning. [/QUOTE]
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