Idea for ammo depletion

Celebrim said:
So, you want to add two throws of the dice to every missile attack resolution?

This will reduce the time spent on book keeping?

Sure. Roll the d20 at the same time as the 2d6. You're only looking for snakeeyes - no adding involved.
 

log in or register to remove this ad


It seems to me that marking arrows fired on your sheet or scrap paper is a lot less trouble than this system.

But heck, I am a simulationist, and prefer accurate book-keeping. :)

If you are going to go this route, then Hong's suggestion about simply rolling at the end of an encounter seems the most convenient.
 

el-remmen said:
It seems to me that marking arrows fired on your sheet or scrap paper is a lot less trouble than this system.

Heh... There's a lot of players out there who think that not marking arrows fired on your sheet or scrap paper is a lot less trouble than this system. ;)

hong said:
You could just roll 1d6 after each fight, and if it's a 1, you've run out. Saves a lot of dice rolling.

The other really easy way to do it would be to equate natural ones on attack rolls with depleted ammunition.
 

Pbartender said:
Heh... There's a lot of players out there who think that not marking arrows fired on your sheet or scrap paper is a lot less trouble than this system. ;)

As a rule I don't base house rules on the supposition that players will cheat.

Now, if you want to make the argument that a player is likely to forget to mark down every single arrow in the heat of the fight, that's a different story - but those kinds of errors are to be occasionally expected and are not all that big a deal.

The way it would usually work in my game is:

Player: "Oh crap! I totally forgot to mark down how many arrows I used."

Me (to player keeping a combat log): Can you do a quick count of how many arrows he fired?

Or when no log is being kept,

Me: Well, that combat was about 13 rounds long and you fired an arrow nearly every round, so let's just call it 10 and be done with it.

Player: Cool.
 


Huw said:
2d6 gives you a 50% chance of getting at least 24 arrows before running low. You then have 50% chance of getting at least another 4 shots.

Yeah. This was my point. That for a given fight, you want to have some expectation of a reasonable minimum number of arrows.

And Pb. said the "add don't multiply" thing much better that I did. :)

D'oh, -- N
 



Hmmm, so arrows are like beer at a party. You think there is plenty then all of a sudden, all gone.

The obvious super duper big problem is when the unlucky archer runs out of arrows after like 4 shots.

Player: "What? While setting up our elaborate ambush I didn't notice that I only had 4 arrows left?"

DM "Err, um... actually, in your excitement you put the quiver on upside down and only 4 managed to get stuck. You trampled the rest to bits while watching the enemy army approach."

-or-

DM- "Actually, there are like 16 arrows left in the quiver, but the apprentice who finished making them forgot to put the heads on them before filling up the quiver. You're lucky I let you shoot the good 4 before running across the bad ones."
 

Pets & Sidekicks

Remove ads

Top