Im a forever DM. We play DND for fun not inventory management, anything tedious like that just isn't what I want to spend time in a game on.
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Our rule was always that if you bought 50 of something like food or ammo, you don't have to track how many you've used, we'll just assume you're well stocked and resupplying offscreen. The limit only comes back if the party is overtly cut off from resupply, like if they are shipwrecked on an uninhabited island.
This means you can easily have a limitless supply of normal arrows but still have to track your silver arrows, smoke bomb arrows, etc. Or you can invest the money to just have a limitless supply of whatever specialty item you think is worth the cost.
Converts my one electrum to 50 cp. Now I have infinite money!
And that's how the party ends up on the run for counterfeiting.
food and ammo are things i never keep track of, unless its magical foods or ammo.
Except in Call of Cthulhu, because i feel runming out of ammo in that game is more interesting than in DND.
I like to use Usage Dice for this. Instead of tracking your arrows individually, you start with, say, a d12. At the end of a fight you roll it, on a 1 or a 2 the die downgrades a step to a d10, then a d8 etc. After d4 youre empty.
I wanna say I got this from the Black Hack?
Fwiw I run an old-school style game. 5e is more about power fantasy
I like it! It neatly models the variability of arrows being recoverable and unbroken.
Yah, a few games do this, mostly in the OSR space. Macchiato Monsters and Stay Frosty are the ones that spring to mind.
Although there's not much point in doing it unless you're tracking travel etc.
Any kind of inventory management like arrows and food is way too sweaty and has never engaged a single player ever unless the whole point of the campaign is this exact mechanic. It's a waste of time and energy and I don't play with anyone that insists on doing it.
i like to borrow from other systems and treat quiver and gold as stats to be checked against. i can ask you to roll a stat check against quiver. if you fail, you are currently out of arrows and will need to perform some action to no longer be out of arrows (including long rest, just assuming part of long rest is fletching or whatever, it doesn't need to be focused on too hard). on critical success or failure, the player's stat can go up or down permanently, and a player can trade a wealth point for an inventory point in town.
generally it works really well at letting players focus on role play by not requiring them to maintain a running tally.
Or you could save on rolls and say you're out of arrows on a natural 1.
Mostly, I agree. However, part of why it has a cost is to be a sink for gold. Sure, it's not much, but it does add up. However, there are better ways to handle it than to track arrows.
Just make your players occasionally pay for upkeep of their gear when they're in town. This could be themes as repairs for weapons an armor, more arrows, spellcasting supplies, food, etc. This does two things. You can give them more value in rewards and it makes them feel like they're actually adventurers, not just game characters.
Alternatively, scale rewards down. They don't have to know about it, but if they're not paying for supplies then they're going to get more value than is expected (by the rules).
Or, the final option, just ignore it. It theoretically adds up to a lot of value over the course of the game, especially for spellcasting, but who cares? If you notice they have enough money that they stop worrying about it then you can do something.
part of why it has a cost is to be a sink for gold. Sure, it's not much, but it does add up. However, there are better ways to handle it than to track arrows.
Magical arrow subscription service, never run out as long as your payments are up to date
There's a moment when it can add tension. You find three silver arrows in an old fort, hole up for the night, and then hear the horrible howl of a werewolf ring out.
Or you're lost in the desert, trying to ration your water until you can find an oasis.
I've played Westmarches games where you do a little pre-adventure "we need to go X hexes so we're wanting Y supplies to get there and back". But its more a cost of failure than a drama element.
Every group I've been in the archers just bought more than they could ever use and someone in the party could carry the extras. Like every time they go back to town they drop 5 gp for 100 arrows.
I don't ask characters to keep track of ammunition, but if they are using a crossbow or some type of gun, I will absolutely penalize them for not remembering to reload between combat. Or forgetting to retrieve thrown weapons. Its just always funny in an evil sort of way.
"I'm going to attack the troll!"
"Alright, how do you want to attack?"
"I'm going to throw my enchanted spear at it!"
"Your spear is a level down, back where you last threw it when fighting those goblins earlier."
Shocked pickachu face
I've played with someone like this once. It is infuriating to have to halt the flow of the action just so that everyone can take their time and describe shitty little menial tasks they are doing and that should just be left to reasonable expectation so that they don't give their petty DM the oppotunity to fuck them later.
There are so many ways to create fun challenges for players, being anally adversarial with the players is not one of them. They only person deriving joy from that is the shitty sadistic DM.
Sorry for the very personal attack, but bruh.. I got triggerd just by reading your last two sentences.
We play with the we don't track arrows and encumbrance unless you start trying to steal all the doors in the dungeon. The stealing of doors did happen with a group before I joined. We keep the rule just in case
Stealing doors is easy, you just have to open it and then it becomes a jar. Jars are easier to carry away than doors.
Did reinstitution of the encoumbrance rules quell the door thieving, or just make them keep paperwork on it?
As a Door Thief, mildly.
At a certain point encumbrance leads to a system of value density to prioritize overall loot carried; however loot goblins will also prioritize shenanigans such as stealing doorknobs or swapping doors or assigning high value to mundane items like stools for collection purposes.
I think my next character will specialize in some sort of loot golem.
I have never had a door stolen. We have to do some paperwork to steal a stone statue that insulted you and then swung it's arms to fight you. But they used it as the figurehead on their ship
My DM is kind and gave me "plot" arrows. It doesn't hurt that I turn the bodies of my fallen enemies into ammo whenever I can
I was doing this so thoroughly with one DM once, and - on account of my enthusiasm, I think - it took him two or three sessions before he told me he just doesn't give a shit if I count them.
We just buy 50 rations and a barrel of booze session 1 and it some how never runs out unless there's a crazy party. I think once we had some travel session that fast forward months of travel where he managed resources for a bit.
Arrow! Black arrow! I have saved you to the last. You have never failed me and always I have recovered you. I had you from my father and he from of old. If ever you came from the forges of the true King under the Mountain, go now and speed well"
DM: "Okay, fine. But after this you can't use it again."
There are some formats where inventory management becomes interesting again. We tried doing a Hexcrawl earlier this year and there was a lot of interesting gameplay to be had in the risk/reward management of how many supplies they wanted to carry vs how much they wanted to invest in pack animals, limiting their ability to carry loot back, carrying this vs that, guessing how much they'll use before they can resupply or where future resupplies might be, gambling on whether to press forward and risk running out or turn back, that kind of thing. It's just the more currently popular adventure structures right now (eg linear or branching narratives) where inventory tracking is superfluous.
I have an invisible mage hand that can pick the keys out of the jailers pocket. If you want me to roll for collecting every arrow… I will
One dice at a time
My DM never gave a shit or required me to buy arrows. I tracked them sometimes anyway, but we always just shrugged and said I either fletched my own during downtime, or that arrows were included in general party upkeep/funds.
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