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House Rule: Ammunition
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<blockquote data-quote="DiceyDM" data-source="post: 6285034" data-attributes="member: 6775747"><p>Its funny you mention this, because when we first used this rule a normal quiver would fall out on a natural 1, and special quivers would fall out on a natural 3. My players started to feel like it wasnt happening enough. 1s would happen, but very rarely- even with extra attack. They actually suggested to me to up it. </p><p></p><p></p><p></p><p>In my fantasy setting most "special" arrows are common. Ill usually let them be either fire arrows- Arrows with their tips dipped in oil that are lit as a free action and fired for their action. I also allow and use poison tips arrows. The fire does an extra d6 of fire dmg and the poison does and extra d4 of poison dmg and the monster must save vrs poison. On a failed save the monster takes and additonal d4 dmg at the begining of its next turn (so total max dmg on a poison dmg is 8 extra). Both types must be prepared before, and if you have the materials, you can always convert a regular quiver into a fire or poison. As long as someone has oil or poison they can burn an action in a combat round to prep the arrow for their next turn. This works for me because I like giving my players treasure, it makes them stronger a little too quickly, so in an effort to manage the action economy i enjoy this feature of burning an action for something special on their next action.</p><p></p><p>For more special/rare arrow abilities, I just build those directly into magic items. So a bow of dragon slaying is magical +1 and also has a +3 vs dragons (does NOT stack to make 4!). The only thing that is kinda becoming an issue for me (not my players) is Im getting really into non plus +1 or +2 magic weapons/items, and still have these cool flares. I might insert a bow that is magical for the purpose of overcoming resistance that fires *insert element* arrows with no plus to hit but always has the extra dmg bonus. But if you have no quivers, you cant fire arrows... better go make some out of kobold bones or something... Creativity is key. Rule of awesome always wins at my table unless it seriously breaks the game/is too far fetched. Im not interested in playing a realistic game with mega rules (which is why D&D Next RULES IMO). I want to play a fun game that takes players on an fantasy adventure, rewards creativity and keeps them on their toes.</p></blockquote><p></p>
[QUOTE="DiceyDM, post: 6285034, member: 6775747"] Its funny you mention this, because when we first used this rule a normal quiver would fall out on a natural 1, and special quivers would fall out on a natural 3. My players started to feel like it wasnt happening enough. 1s would happen, but very rarely- even with extra attack. They actually suggested to me to up it. In my fantasy setting most "special" arrows are common. Ill usually let them be either fire arrows- Arrows with their tips dipped in oil that are lit as a free action and fired for their action. I also allow and use poison tips arrows. The fire does an extra d6 of fire dmg and the poison does and extra d4 of poison dmg and the monster must save vrs poison. On a failed save the monster takes and additonal d4 dmg at the begining of its next turn (so total max dmg on a poison dmg is 8 extra). Both types must be prepared before, and if you have the materials, you can always convert a regular quiver into a fire or poison. As long as someone has oil or poison they can burn an action in a combat round to prep the arrow for their next turn. This works for me because I like giving my players treasure, it makes them stronger a little too quickly, so in an effort to manage the action economy i enjoy this feature of burning an action for something special on their next action. For more special/rare arrow abilities, I just build those directly into magic items. So a bow of dragon slaying is magical +1 and also has a +3 vs dragons (does NOT stack to make 4!). The only thing that is kinda becoming an issue for me (not my players) is Im getting really into non plus +1 or +2 magic weapons/items, and still have these cool flares. I might insert a bow that is magical for the purpose of overcoming resistance that fires *insert element* arrows with no plus to hit but always has the extra dmg bonus. But if you have no quivers, you cant fire arrows... better go make some out of kobold bones or something... Creativity is key. Rule of awesome always wins at my table unless it seriously breaks the game/is too far fetched. Im not interested in playing a realistic game with mega rules (which is why D&D Next RULES IMO). I want to play a fun game that takes players on an fantasy adventure, rewards creativity and keeps them on their toes. [/QUOTE]
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