Idea for ammo depletion

Yup, the half life of this is 24.6 shots. If you have a whole bunch of archers doing this, every 24.6 shots half of them become low on arrows.

It seems a reasonable model in some ways, but I think PC's would hate it, because they won't like the feel of not having control.

Now, as a magic item mechanics, it's pretty good. It would also be good for keeping track of NPC arrows. Just don't try and force it on PC archers.
 

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I am not sure why one would not just track "ammo" with tally marks and at the end of the battle or what have you, that is how many you have left. For example your 1st level ranger starts off with 30 arrows, he fires of 12 in a battle with orcs, there is 18 left. How could he have any more or any less then that? Just trying to follow the logic pattern here...
 




For arrows I think sticking to tick marks or Quivers of Endless arrows are the best route to go...

For wands, I lost the thread but there was a discussion about doing this sort of system to provide uncertainty to the wand use... after lots of runs at the math on these the result was an average number of uses slightly above 50, with extreme ends ranging from 12 uses up to around 200.

Wands of Diminishing Returns said:
Instead of having a flat 50 charges, wands are charged by Die..

When you use a wand, roll the die type. On a roll of ‘one’ the die type decrements down the following scale:
20-12-8-6-4

Expended wands cannot be recharged, but they can be re-enhanced

Cost in the Market:

All five charges still in: 100%
d20 gone: 60%
d12 gone: 36%
d8 gone: 20%
d6 gone: 8%
Expended:

Recharging a wand cost the % of the step you are going to, so d8 wand recharging one step costs 36% of the normal cost. Recharging two steps would cost 96% of the normal cost.

Most wands for sale are partially used, altho you can find nearly depleted wands for bargain prices. Mint wands are usually custom orders.

I like the system because a character can end up with a 'lucky' d4 wand that never seems to run out :)
 


Hmm, maybe this would be fun in an alternate magic system instead. The size of the die depends on spell level. The highest level spell you can cast rolls d4s, the next highest d6s, and so on.

The problem I have with that is that once you're low it's a single die, so even dropping back to low level spells won't make much of a difference. But it still is worth thinking on.

Cheers,
=Blue(23)
 

I'm more concerned that there are odds of being out after two shots when you just left the village. It should be rare, but there's always that one unlucky player...

My suggestion (thanks hong for the inspiration): 2d6 after a fight. Rolling a 2 means your out. Add one for every day haven't acquired more arrows (making, buying, etc).
 
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