How many arrows can one man carry?

Ki Ryn said:

And as an aside, if you put arrows in a Bag of Holding, then one is certainly going to pierce the bag and ruin it (losing all of the contents forever). Broadhead arrows and leather sacks just don't work well together.

That's why I said to bundle them up, put them in another sack, and put that sack in the bag of holding. Or put them in a quiver, and put the quiver in the bag of holding. One way or the other, this is a trivial issue.
 

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Ki Ryn said:
There should be some historical infomation somewhere I would think. I know that the Mongol archers would typically carry 300 to 400 arrows on their horses when they rode out to war. I don't know about personal quivers though. How many arrows can a quiver really hold?

At the root of the problem might be the frailness of D&D arrows. In real life, they just don't break all that often. After a fight in which you shoot 20 arrows, you really should expect to retrieve 17 or 18 of them for reuse (given time to gather), but in D&D you are lucky to get a 25% re-use rate. If arrows didn't break every time they hit, then maybe your archers would not need to be so burdened down?

And as an aside, if you put arrows in a Bag of Holding, then one is certainly going to pierce the bag and ruin it (losing all of the contents forever). Broadhead arrows and leather sacks just don't work well together.

If I remember Hardy in The History of the Longbow your 300-400 is about right. I believe he said the Mongolians carried 300 on each horse and another 100 on their person.

In contrast a standard issue English yeoman had 12 at Agincourt (same source, doing this from memory).

Personally I've always ruled a quiver as being 20 arrows or 10 bolts and that carrying three isn't too challenging, but more than three quivers is cumbersome and requires extra work.

Our OOBI had three quivers (two were quivers of Ehlonna) and a bale of arrows in a bag of holding. He could burn through some arrows.

At one juncture, we were stranded in an underground complex and reluctant to leave. There wasn't really any easy way out and we wanted to "clear the level" before some evil made itself tougher. While we stayed down there for several days plinking away at monsters, he started actually running low on arrows. The Wiz and the Sorc both used all their cantrips on Mending to recover some of his spent arrows.

Greg
 

hong said:


That's why I said to bundle them up, put them in another sack, and put that sack in the bag of holding. Or put them in a quiver, and put the quiver in the bag of holding. One way or the other, this is a trivial issue.
Drawing an arrow out of a Haversack is a free action.
Drawing an arrow out of a quiver inside a haversack? Probably Move-equivalent.
Drawing an arrow out of a bundle of wrapped arrows inside a bag of holding? Full round maybe?

If you have arrows in a haversack or bag of holding, then you are not going to be able to draw them as free actions. That could cut your rate of fire way down, which is certainly not trivial. You can, however, carry 40 or so externally (innormal quivers) and then refill from the bag between battles. That would get around some the problem most of the time.
 

Ki Ryn said:
Drawing an arrow out of a Haversack is a free action.
Drawing an arrow out of a quiver inside a haversack? Probably Move-equivalent.
Drawing an arrow out of a bundle of wrapped arrows inside a bag of holding? Full round maybe?

I disagree. HHH is odd. You don't actually search for the item. You just say "gimme an arrow" and bam! You got an arrow.

Because HHH doesn't say nested containers take longer, I don't see why the minor teleportation effect couldn't single out an arrow.

At any rate, you can always get a Quiver of Ehlonna.
 

Screw all that - just tell the Heward's Haversack "give me quiver #2" and you quiver, with the arrows secured by a quick-release slipknot, will come right out ready for use. At worst, you give up one full round to prepare the new quiver. Most fights my archers have been in don't take more than 10 rounds, and using up more than 20 arrows in a fight mean it's one long, drug-out fight.
 

Here's a list of my house rules. I highly suggest that all of you use them.

1) One arrow on person at all times. No more.
2) No 5-foot steps.
3) Three partial actions make a full-round action.
4) A full-round action is 7 seconds, not 6.
5) A Wish or Miracle spell can grant any of the following with a single casting: 10 feats, +5 to BAB, a template that does not actually modify your ECL.
6) Mind Blank protects against everything, even fireball.
7) Mirror Image can be used to create a dancing chorus line that forces your victims to roll 5d100. A result of 2 or higher means that your victim can't attack you that round, that you can flank them with a +25 bonus to attacks, they lose their Dex bonus, suffer a circumstance penalty to AC equal to 8x the number of images you have.
8) Drawing an item from a HHH is a full-day action, unless you know exactly what pocket the item is in, in which case it's a full-day action minus 2 full rounds, which is 14 seconds, not 12.
9) You can sneak attack only once per round (the rogue is broken).
10) Fighters get 2 bonus feats every level (the fighter is broken).
11) The Ranger's favored enemy bonus is multiplied by 5, applies to attack rolls too, and can harm even creatures immune to critical hits, and there is no range limit, and finally, they get a bonus feat every other level (the ranger is broken).
12) Sorcerers can cast twice as many spells per day as shown in the PH (the sorcerer is broken).
13) Wizards can't cast spells at all (the wizard is broken).
14) Clerics get a d2 for hit die (the cleric is broken).
15) Paladins aren't changed at all (the paladin is perfect).
16) Druids can no longer wild shape (it's a stupid ability).

and finally

17) The bard is no longer an available class (they suck anyway).

YMMV.
 
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I generally allow 3 or 4 quivers, but only 1 quiver is actually set up in the proper place, the proper angle, etc. for ease of use.

So, my players put a variety of arrows in that one quiver and carry the rest sealed.

I have no problem with them picking the proper arrow out of the quiver, I assume this is the same as spell casters pulling the proper component out of a spell component pouch.


In fact, just the other week, one of our archer types ended up getting catapulted off his horse when it was killed under him as he galloped over a bridge. He flew over the side of a bridge and into a river.

He ended up losing all of his arrows in the one quiver, but he kept all of the other arrows in his other quivers.

Risk is part of adventuring, but reasonableness is part of the game. I think it is reasonable to allow as many as 6 quivers to be carried, but more than that becomes rather bulky IMO.
 


da chicken said:

Because HHH doesn't say nested containers take longer, I don't see why the minor teleportation effect couldn't single out an arrow.
Wow, that would be great. Just keep all of your weapons inside a chest stuffed inside a haversack and BAM, free quickdraw for everyone! Not bad for only 2000gp (plus that weight reduction, built in potion belt effect. etc. etc.).

The limitation on pointy objects helps to balance out the item. If you make it trivial to circumvent, then you should consider increasing the price of the Haversack to compensate.
 

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