D&D General Weapons should break left and right

At the very least, there's enjoynment to be found in rituals.

Yeah, sure, all the mundanities of maintaining equipment and building campfires and whatnot can be glossed over, but there's nice texture to them.
In my experience, it really depends on the game and/or system. I've been in games where this was very enjoyable, I've been in games where it was there and was an unenjoyable slog, and I've been in games where it was glossed over and enjoyable.
 

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How are they ensuring that without any regard for the environment and other circumstances? Why should we just accept it always works?
Then the dm shpuld have specified that beforehand, if special circumstances where character cannot do their thing are in effect, players usually are informed of it so they can adjust their actions.
 

During a battle, yes. And the 20 arrow standard quiver is rather large. But I wouldn’t do that for the simple reason than no one would play an archer if running out of arrows was likely, they would get magic initiate and shoot infinite cantrips instead.

Outside of battle, it’s where the idea of being competent comes in. During the Hundred Years’ War the English archers would carry bags of spare arrowheads, and collect feathers and shafts whist marching. Replacing arrows as necessary whenever they made camp. Note that you might need to replace unused arrows if they were warped or damp. What they didn’t do is go into a shop and buy arrows.
They would usually draw arrows from the army's stores. You can find in the Calendar of Close Rolls, the orders from the King to various people in England to supply him with bows, bowstrings, and 8K-16K sheaves of arrows (depending on the year) which would equate out to around 192K-384K of arrows per year for campaigns.
 

As @Maxperson says, there may be special circumstances where scarcity is a plot point, but unless the ranger is stripped of all supplies and tools and locked in a bare cell it’s hard to think of a situation where a competent ranger wouldn’t be able to make arrows.
Going through an underground area (fairly common in D&D)? High mountains? Deserts, as has been suggested? Spelljamming in many cases? A lot of planar travel lacks appropriate materials as well.

Are all of these, "special circumstances"?
 

Inferior options exist because they logically should in the setting. Some things are more effective than others, and if you don't like inferior choices (and better ones are available; availability is always an important consideration) then take them.
Then perhaps inferior options should be labeled as such, maybe? It's probably not as necessary these days- the internet will quickly explain what the good and bad options are for players, unlike the dark days of AD&D when I was left to figure it out myself.

Of course, if people are informed about the value of options, it feels like inferior options are a waste of ink on a page that could have been used for something else, but I don't completely disagree with your stance- if the game didn't have stats for greatclubs or knives, on the assumption that no one would ever wish to use one, that can certainly create issues- would that mean no one in the world uses these weapons? Would they simply not exist?

Really, my issue is less that inferior options exist, but that some aren't made clear. To go back to my 2e days, no one told me that dual wielding was the superior fighting style to anything else you could be doing, or that I shouldn't want to use a greatsword when the long sword existed.*

*To be clear, there are circumstances where this isn't true. If you're fighting a giant and you don't have, say, exceptional strength or weapon specialization, the 3d6 damage of the greatsword is superior to the Large-sized damage of two swords. Or if your DM is taking weapon reach into account, which can offset the slower speed factor of a zweihander, etc..

Many would chalk this up as a learning moment, leading to better "skilled play" on the part of the player. And there's something to be said for that, but many are the times I hear DM's sigh or shake their fists at "damn dirty optimizers" ruining the game, as if this wasn't an inevitable consquence.

It's great if the DM steps in- I remember someone whose character was a former tavern bouncer, so they wanted to use a club. The DM pointed out that clubs weren't great weapons.

"That's fine, I want to use a club."

"Well, why don't we say you use a 'heavy club', that has the stats of a warhammer?"**

**I'm fully aware, of course, that using a d6 instead of a d8 weapon is far from the end of the world. 1 point of damage won't make or break a character (one would hope). But I see this as going both ways. If there really isn't a big difference between a club and a warhammer, then having to have separate stats for "one-handed bludgeoning weapon" in the system feels even less necessary.

-

Tying all this back into the weapon breakage discussion, there is, of course, another reason to use a weapon that is inferior on paper. I was just reminded of this:

Back in an early 3e game, the DM's house rules mentioned weapon breakage, and his NPC's often attempted to sunder weapons. When the first session came, one of the players showed up with a Barbarian he called Jaxsen. Jaxsen's weapon of choice was a staff. Everyone thought this was very odd, but Jaxsen's genius became apparent.

Staves could be used as double weapons, or as two handed weapons, both functions that really leveraged the high Strength of a raging Barbarian. Better yet, by the rules, they were cheap. So cheap, in fact, that they had a cost of 0 gp, since the rules assumed you could easily find a usable staff in most areas. Because of this, even if asked to Craft a staff, the DC was 0 since it had no gp value (bit of an oversight, I'll admit).

Thus, Jaxsen carried more than one staff, and if it was broken, he'd quickly produce another.

Then at some point, Jaxsen took a Druid level and purchased a Wand of shillelagh, further allowing him to show that his inferior choice needn't be one.
 


Then perhaps inferior options should be labeled as such, maybe? It's probably not as necessary these days- the internet will quickly explain what the good and bad options are for players, unlike the dark days of AD&D when I was left to figure it out myself.

Of course, if people are informed about the value of options, it feels like inferior options are a waste of ink on a page that could have been used for something else, but I don't completely disagree with your stance- if the game didn't have stats for greatclubs or knives, on the assumption that no one would ever wish to use one, that can certainly create issues- would that mean no one in the world uses these weapons? Would they simply not exist?

Really, my issue is less that inferior options exist, but that some aren't made clear. To go back to my 2e days, no one told me that dual wielding was the superior fighting style to anything else you could be doing, or that I shouldn't want to use a greatsword when the long sword existed.*

*To be clear, there are circumstances where this isn't true. If you're fighting a giant and you don't have, say, exceptional strength or weapon specialization, the 3d6 damage of the greatsword is superior to the Large-sized damage of two swords. Or if your DM is taking weapon reach into account, which can offset the slower speed factor of a zweihander, etc..

Many would chalk this up as a learning moment, leading to better "skilled play" on the part of the player. And there's something to be said for that, but many are the times I hear DM's sigh or shake their fists at "damn dirty optimizers" ruining the game, as if this wasn't an inevitable consquence.

It's great if the DM steps in- I remember someone whose character was a former tavern bouncer, so they wanted to use a club. The DM pointed out that clubs weren't great weapons.

"That's fine, I want to use a club."

"Well, why don't we say you use a 'heavy club', that has the stats of a warhammer?"**

**I'm fully aware, of course, that using a d6 instead of a d8 weapon is far from the end of the world. 1 point of damage won't make or break a character (one would hope). But I see this as going both ways. If there really isn't a big difference between a club and a warhammer, then having to have separate stats for "one-handed bludgeoning weapon" in the system feels even less necessary.

-

Tying all this back into the weapon breakage discussion, there is, of course, another reason to use a weapon that is inferior on paper. I was just reminded of this:

Back in an early 3e game, the DM's house rules mentioned weapon breakage, and his NPC's often attempted to sunder weapons. When the first session came, one of the players showed up with a Barbarian he called Jaxsen. Jaxsen's weapon of choice was a staff. Everyone thought this was very odd, but Jaxsen's genius became apparent.

Staves could be used as double weapons, or as two handed weapons, both functions that really leveraged the high Strength of a raging Barbarian. Better yet, by the rules, they were cheap. So cheap, in fact, that they had a cost of 0 gp, since the rules assumed you could easily find a usable staff in most areas. Because of this, even if asked to Craft a staff, the DC was 0 since it had no gp value (bit of an oversight, I'll admit).

Thus, Jaxsen carried more than one staff, and if it was broken, he'd quickly produce another.

Then at some point, Jaxsen took a Druid level and purchased a Wand of shillelagh, further allowing him to show that his inferior choice needn't be one.
In all fairness, even WotC 5e has more points of differentiation between weapons than just damage.

To me, modeling the thing in the world as accurately as possible (within practical limits) is more important than making sure every PC is balanced with each other.
 

Then the dm shpuld have specified that beforehand, if special circumstances where character cannot do their thing are in effect, players usually are informed of it so they can adjust their actions.
Like I said how special do you think the circumstances are?

In any case, when you say the GM should inform the players beforehand, before when exactly? I'm a little confused here.
 

They would usually draw arrows from the army's stores. You can find in the Calendar of Close Rolls, the orders from the King to various people in England to supply him with bows, bowstrings, and 8K-16K sheaves of arrows (depending on the year) which would equate out to around 192K-384K of arrows per year for campaigns.
There you go. Supply horses and wagons are good for that too, as are retainers.
 

Going through an underground area (fairly common in D&D)?
It would have to be an Undermountain/Underdark like area. For the typical adventure, you aren't inside long enough to have to worry about running out of the supplies you already have on hand. It's not like they are running out to forage arrow supplies every day.
High mountains?
Have trees, birds, dead animals for gut, etc. If you are so high that you are above tree lines and there are no birds, there are also very, very few encounters to worry about.
Deserts, as has been suggested?
Yep. Though if you have Oasis that you know about, run across a caravan or find desert dwellers to trade with, even this doesn't always create the need for tracking supplies.
Spelljamming in many cases?
It's a ship. You generally keep plenty of supplies for long journeys on a ship.
A lot of planar travel lacks appropriate materials as well.
And a lot do.
Are all of these, "special circumstances"?
When they come up, yes, because they don't typically come up.

Planar travel is really rare outside of Planescape games, and by the time you are engaging in it, you are usually high enough level to have bags of holding for supplies. The few rare incredibly long lasting dungeons like Undermountain or adventure to the Underdark are also rare. Getting lost in the desert and not running across folk to trade with is rare.
 

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