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Tracking Ammunition and Other Mundane Consumables

 
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Glammo



Joined: 12 Sep 2007
Posts: 453
Location: Finding paths and breakin' hearts

PostPosted: Wed Jun 01, 2011 9:05 pm    Post subject: Tracking Ammunition and Other Mundane Consumables Reply with quote

Interesting house rule... the full article is worth a read as well.

Cascading Dice Ammo Tracking wrote:
The GM picks a type of die (d12, d10, d8, etc.)… This represents full ammo for that scenario–so a player might record on her character sheet: “Ammo: d12.”

When a player rolls a "1" while using a firearm, the die type decreases by 1 type. So, a d12 becomes a d10, a d10 becomes a d8, et cetera, down to the lowly d4.

When a player rolls a "1" on a d4, she has one arrow left.

At the end of a combat when ammo has been used, the player drops to the next die type. In the example given, if the player began with a d12 and never rolled a 1, she would use a d10 at the next combat. If the character is able to find a stash of ammo through the course of adventuring, she may increase a die size. And if a character is able to "get back to town" (that is, get a reliable supply of more ammo), she may immediately jump back up to an appropriate carrying limit as the GM decides.

Released under OGL: http://intwischa.com/about/ogl/

Thoughts?
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quakemonkey



Joined: 23 Oct 2006
Posts: 246
Location: at 4e's house, drinkin tea

PostPosted: Wed Jun 01, 2011 9:17 pm    Post subject: Reply with quote

Is the die type the damage dealt or just a tracking mechanism? If it's just for tracking, why bother with dice, just say you are at 6 then 5 then 4 etc.

Also why not just be a man (or woman) and track your ammo! and encumbrance for that manner!

OLD SKOOLS $ TEH WINS!

also i didn’t read the whole article...yet.

interesting idea though.

edit:

Oh i see you roll the die. I thought the "roll a one" was referring to your attack roll.
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Will



Joined: 22 Oct 2006
Posts: 395
Location: This Very Ring

PostPosted: Thu Jun 02, 2011 10:45 pm    Post subject: Reply with quote

Yeah, I've seen hacks like those before. They're kind of interesting, but I don't like having to add yet another die roll to the mix. Tracking individual arrows is probably easier! I'd rather do something like give each character an Ammunition score. Allow players to buy it up using cash somehow. Then at the end of each battle in which the character used ammo, the player rolls XdY, and if it's a certain value (or within a range of values), the score goes down by one (or more?). When it hits zero, the character's dry.

Something like that. Something that doesn't need to be dealt with every single turn. But that's just me!

But, seriously, fuck encumbrance. I like the idea, and the potential impact it can have on adventuring decisions, but this ain't a computer game, and I don't have the patience to sit and add/subtract a pound here and a tenth of a pound there every time I pick something up or use something and throw it away. Abstract that shit somehow, or just leave it to DM fiat (you know, like we've been doing!).

Hmm. Now I'm imagining a little prop each player could have, just like an inventory screen in many CRPGs -- something like a magnetic board with a grid on it, and a bunch of magnet-tokens in the shape of typical D&D items. Suits of armor, swords, wands, potions, etc. Each one would have a different size, and could have something on it to identify it specifically (this is my potion of cure moderate wounds, this is my +2 longsword, etc.). Then, you could just say, everyone can carry as much as they can fit into the space on their character's board.

It's still an abstraction, but it's a familiar one, and it's WAY better than pound-bitching (like "pixel-bitching," but with encumbrance weights. Not to be confused with bitch-pounding, which is a different thing).

-Will!
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