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House Rule: Ammunition
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<blockquote data-quote="DiceyDM" data-source="post: 6284943" data-attributes="member: 6775747"><p>As a DM I like to trust my players to keep track of their own stuff. I wont ask my casters for a list of prepared spells, I wont keep track of their rations, torches, etc. I like to delegate tasks and put the responsibility in their hands. If you are cheating at an RPG with your friends around a table, you have some serious character flaws you need to fix in order to be an enjoyable DM and Player!</p><p></p><p>That said, I don't want to force them to keep track of too many things. Ammunition is something I feel is tedious and does not need to be recorded.</p><p></p><p>Instead I've implemented the following house rule. Characters can hold up to two quivers that have unlimited ammo. If a character making a ranged attack rolls a natural 3 or below, that quiver ends up spilling out and is lost. If the character makes a ranged attack with a special quiver (fire arrows, arrow of dragon slaying, etc) the quiver is lost with a natural roll of 6 and below. </p><p></p><p>At first you might think: "unlimited Ammo- your giving them too much" or "your breaking the game". But these natural rolls happen more often then you might think. </p><p></p><p>Also loosing a quiver allows for more adventuring. A character might have to spend time making new arrows, or buy a new quiver or he/she might find one on a dead enemy. I find if you have one special quiver and one regular quiver you really have to decide when its worth it to fire it. If you have 20 fire arrows in the bag, you wont really think "oooo is it worth shooting this fire arrow off right now?" until you're down to 10 or below. With my house rule, players definitely debate the risks and rewards of which arrow to fire and when. </p><p></p><p>Anyway, just wanted to contribute. Please tell me what you all think.</p></blockquote><p></p>
[QUOTE="DiceyDM, post: 6284943, member: 6775747"] As a DM I like to trust my players to keep track of their own stuff. I wont ask my casters for a list of prepared spells, I wont keep track of their rations, torches, etc. I like to delegate tasks and put the responsibility in their hands. If you are cheating at an RPG with your friends around a table, you have some serious character flaws you need to fix in order to be an enjoyable DM and Player! That said, I don't want to force them to keep track of too many things. Ammunition is something I feel is tedious and does not need to be recorded. Instead I've implemented the following house rule. Characters can hold up to two quivers that have unlimited ammo. If a character making a ranged attack rolls a natural 3 or below, that quiver ends up spilling out and is lost. If the character makes a ranged attack with a special quiver (fire arrows, arrow of dragon slaying, etc) the quiver is lost with a natural roll of 6 and below. At first you might think: "unlimited Ammo- your giving them too much" or "your breaking the game". But these natural rolls happen more often then you might think. Also loosing a quiver allows for more adventuring. A character might have to spend time making new arrows, or buy a new quiver or he/she might find one on a dead enemy. I find if you have one special quiver and one regular quiver you really have to decide when its worth it to fire it. If you have 20 fire arrows in the bag, you wont really think "oooo is it worth shooting this fire arrow off right now?" until you're down to 10 or below. With my house rule, players definitely debate the risks and rewards of which arrow to fire and when. Anyway, just wanted to contribute. Please tell me what you all think. [/QUOTE]
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House Rule: Ammunition
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