![]() ![]() It's not exciting unless there's a scarcity scenario when everything is tracked and hard decisions have to be made. More bookkeeping and play time spent book keeping for the players, in return for more slower fights and possibly you might get the excitment of running out mid fight, but usually it'll be well, we're getting a bit short on arrows, better pick some up. The bargain offered is: if you, the player, do extra work tracking shots and how many arrows you save after a fight, and how many you rescue from the bad guys after a fight, and compare to your carrying capacity, then, for this extra work and loss of play time, you are rewarded by. It means you lose a ranged attack and have to go melee, perhaps it creates a learning curve, after that you find a way around, oh well we have N 'arrow attacks' before switching. It’s only if they have to bank a shit-ton of arrows for a seige, or something, that they will find out the real story. A day of producing no arrows resets to 50.Īnyway, point is that this could have been true the whole time, and the characters don’t know, coz they haven’t tested the limits of the quiver – as long as they’re using less than 50 arrows a day, it looks like a forever quiver. after a Long Rest of not producing arrows) it can only make 25 decent, 25 shitty, and 25 splinters.Īnd just keep halving the numbers each day if it produced the day before’s max decent arrow count.Ī day of producing arrows less than the max decent quantity will make the next day’s max the same as today. Then if it did make 50 or more arrows on day one, on day two (I.e. On day 1 it will make up to 50 decent arrows, then the 51st to 100th arrows that day are substandard (half damage), then the 101st to 150th arrows are un-fireable splinters. ![]() Eg, maybe the PCs aren’t aware that actually the quiver gets tired. No need to tell them every detail of the quiver’s powers. Would an endless quiver be too strong at this level or just a cool bit of flavour that stops them needing to count arrows? I am not running a survival game and we only closely track food and amo when away from civilization for a longer period of time. So far I have added a few other very weak homebrew magic items for low level characters. Basically if they put in a standard arrow they can now draw an endless amount of that arrow type. I still want them to have a magic item so I was thinking of giving them a quiver that allows for them to have an endless amount of amo based on what they put into it. So I don't want to give them any +1 or higher arrows. They rolled really well on stats and have gone down the path of using a long bow. Currently my Ranger outputs the most damage. As such I am still getting a sense for how powerful magic items are and how they impact the game and encounters.Īs it stands I have a level 3 party with 5 players. I have been playing d&d 5e for about 6 months and been a DM for 3. Combat areas for every conceivable encounter. Collection of Podcasts, Vidcasts, and other D&D Multimedia for your consumption. ![]() Worldbuilding, Storybuilding, DM Discussion. The DM Help Multireddit Check out our wiki! Message the Moderators
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