2009-07-26 Resource Management using a d6

I just read on a German blog about a resource management technique using a d6. The example given was arrows for an archer. Every archer gets a number. 2 is the default. 3 is well prepared. 0 is out of arrows. On fumble (natural 1), this number goes down. After every fight roll a d6. On a 1 the number goes down.

resource management technique using a d6

As a player I have the hardest time remembering to keep track of arrows, bolts, rations, and other similar things. This alternative sounds like it might be worth a try.

​#RPG

Comments

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One of my players said that keeping track of the “number” still requires writing something on your character sheet. I still think that it requires a lot less book-keeping. Then again, many things in D&D are in fact about book-keeping: treasure and experience, for example. Hm.

– Alex Schroeder 2009-07-27 23:06 UTC

Alex Schroeder

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Dani also pointed out that you’re better able to plan if you know how many arrows you’ve got. I agree. Knowing I’ve got 18 arrows left is more useful to me than knowing I’ve got enough arrows for at least two encounters. There’s an uncertainty there that makes me uncomfortable.

– Marco 2009-07-28 07:21 UTC

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I guess this depends on player personality. When I play, I *want* to get into unpredictable trouble. If I’m not getting into trouble, it’s not an adventure.

The original blog post also mentions a typical shootout trope: running out of ammo. Nobody “plans” to run out of ammo. When you do, the tension is turned up a notch. The proposed system would allow for that by having you run out of arrows on the second (or third) natural 1 you roll for your attack. And once you start shooting multiple arrows per round, that’s a distinct possiblity.

– Alex Schroeder 2009-07-28 07:30 UTC

Alex Schroeder

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I am of the opinion that keeping track of arrows is not worth the trouble. As a DM, I’d tell an archer that he/she can have effectively unlimited non-magical ammo.

I suppose keeping track of arrows, rations, and cheap spell components would be an important part of a grittier or more realistic game. But I’ve long since realized that I generally don’t enjoy those games as much.

– Adrian 2009-07-28 12:11 UTC