Sunday, March 18, 2012
HOUSERULE: Arrows & Ammunition
Everybody loves the feeling of reaching back to their quiver and finding... Oh, shit and piss! It's empty!
But, conversely, nobody likes to have to remember to tick off an arrow each and every time they fire.
So, here's an optional rule:
When you buy or find a quiver of arrows or bolts, this condition is known as having "Full Quiver".
For the first battle when you have a Full Quiver, you have infinite arrows/bolts.
In all following battles, you may fire at least one arrow or bolt. However, every time afterwards that you fire an arrow/bolt from your quiver, roll 1d8. If it comes up "1", you've run out of arrows/bolts.
Javelins and throwing axes work the same way but you roll 1d4 each and every time - there's no such thing as having a Full Quiver.
Slings never run out of ammo, so long as you are in an area where loose rocks can be found. If you're in an area where loose rocks can't be found, they operate under the same rules as bows and crossbows.
If your enemies are wielding bows or crossbows, and you loot their bodies after the battle, you return to "Full Quiver" status.
If you and your allies shot quite a few arrows and killed some enemies with them, you can also loot the bodies for spent arrows and return to "Full Quiver" status.
You can carry multiple quivers, but each one counts as 1 Item (LotFP-style).
If you (the character) have the time, you can go through your supplies and count up exactly how many arrows/whatever you have remaining, like for example, if you're setting up an ambush or preparing for a siege. This will be determined randomly based on how much ammunition the DM figures you have used up to that point.
If you (the player) don't enjoy the randomness and would rather count every arrow, you (the player) are certainly welcome to keep track of exactly how much ammo you have, but its totally YOUR RESPONSIBILITY to be both HONEST and ACCURATE under threat of OUTLANDISH DEATH.