Measuring the exact weight of every item in inventory is also a charming but typically discouraged new player practice.
I find this more fun in systems like Shadowrun where I can be like ‘This mag is alternatively loaded with Exex and APDS ammo and it’s for the big emergencies that sometimes happen’. Like, you might have 6 different mags with different ammo in that game and use them all, depending on what situations come up.
I really like Fabula Ultimas take on this too: Basic consumables like arrows aren’t limited or tracked, but you have inventory points that inform how many potions or other situation-changing items you can produce out of your bag of tricks, before you need to hit a town to restock. And then they have some abilities/classes you can pick give you more of these points, refill these points in combat or during travel, or key off of these points to do other things related to crafting and item use. Really really good.
Yeah I’m a Shadowrun player and we even count the bullets in magazines
I love pulling out protractors and doing trigonometry during my roleplay session to calculate bullet spin and drop
And doing all of that as a first step before rolling dice
Timer systems like arrow counting, rations and encumbrance are good for game flow. Removing them tends to diminish the level of emotional investment and roleplaying in the game.
Maybe for a certain kind of game. Survival horror, absolutely - as an aside, i really want to find a good survival horror fantasy RPG, I think that’d be really fun. But for mainstream fantasy games? It doesn’t have the same weight or drama. The question isn’t “Will I have enough supplies for this adventure, and if not how I can I make do?”, but “Will the entirety my 100g worth of arrows in extradimensional storage last until I retire this character, can I spend less?”
Personally I’ve never managed to make 20 attacks as an archer in one combat in 5e before, so tracking those just tends to result in a number going from 20 to 12 or whatever and then me saying “by the way I walk around the battlefield picking up my arrows”
it doesn’t really add anything
What you described is barely a timer system, reset on combat end doesn’t really ever matter to a game. I’m addressing longer time frame resource drain benefiting the game by creating risk and promoting choice. There isn’t really a point if arrows aren’t lost and broken.
I mean sure, I’ve dealt with GMs saying arrows broke or were lost or whatever. Now in the next combat that number on my character sheet counts down from 17 to 10. Then next combat it goes from 15 to 9. Then I get to a town and say “ok i go buy some arrows how much does that cost” and the gm says “idk like some silver” and im like “cool” and i remove a gold piece and refill arrows
it still doesn’t really add anything
this isn’t because those aspects of game design are fundamentally flawed, that isn’t what im saying. just that 5e doesn’t really work like that. it’s not a very well designed system at the end of the day
I’d get overwhelmed very quickly trying to keep track of all that personally, but if it works for your table, that’s perfectly fine.
I always use the arrow rule from icrpg. You have unlimited arrows until you roll a nat 1. From that point on you have no arrows and have to improvise.
Seems really stupid honestly, imagine going into a fight and two arrows in you roll a 1 and now your ranged character is useless.
Like imagine forcing your barbarian to lose their melee weapon everytime they roll a 1, or a caster just loses their prepared spells, etc.
People tend to not realize how often something is going to be happening with a one in twenty chance and that you are going to be rolling your basic attack roll a gazillion times per session. When you start rolling the dice, making attacks every turn, that is going to come up very often. In fact, statistically this rule would mean that your character would be carrying on average ~13½ arrows. By the time you’ve rolled 14 times it’s more likely that there was at least one 1 in there than not. With multiple attacks per turn that’s going to happen infuriatingly often.
That sounds really annoying. Imagine leaving a town fully stocked, get into a fight, roll a nat 1 on first attack and immediately have no arrows for the rest of the fight. What, did the ranger just forget that the quiver was empty before leaving town?
I’ve always disliked the concept of critical fails in general, and this is a great example of why. If we’re to believe that our characters are truly these great warriors with far more skill and experience than an average person like the texts usually say, how does it make sense for these professionals to just completely blunder 1 in 20 of their attempts at everything? From an RP standpoint, it doesn’t add up, and from a gameplay standpoint, it’s just annoying as hell IMO.
Right? Like our swordsman is just going to have a 5% chance to forget how to hold a sword
Maybe it’s more like you clumsily dumped all your arrows on the ground. Fighting is messy and random. Just walking is random.
The other day I slipped on some stairs I walk up every day, fell and hurt my butt. That’s a natural one definitely.