that is what happens already its just the dm of that table is the one making the final call or not I guess if you guys have a dm that just does everything by consensus. the way rpgs work though is the dm decides what rules to use and how to implement them using as much or as little player input as they feel like.
It depends on if the dm expected ammo to be tracked. If one player is doing it but the dm does not require it then who cares. if the dm requires it then they will mention it to the player not tracking or track it themselves. My guess if the dm did not make it pretty clear in the first session or two that they are likely not tracking it.
To answer your question: power imbalance in the group since there are those who run out of ammo and those who don’t. It’s not hard to understand “some rules apply to some but not all”
Also those who do count will become frustrated since their book keeping isnt valued. Also their immersion gets broken when they know that the other factions theoretically don’t have any ammunition left yet they still fire.
ok focus. thats a new question. but i will answer it and if you come up with a new variant it will require a new answer. the result in the rules of most games is a loss of money on the side of the ones tracking vs not tracking (and further the ammo tracker can run out of ammo while the non tracker has an infinite supply). essentially the non trackers don’t have to buy ammo and in most rpgs money is a big element of power and balance. Heck tracking is only the start of it. I assume ammo will be tracked if the default rules indicate it which is like 99% of the games I come across. If the dm says I don’t need to I don’t. But if its tracked then after combat I ask if I can retrieve ammo. some dms will allow all ammo to be retrieved (which actually makes tracking pretty pointless). some will rule crit fails cannot be retrieved. still others will have you make some sort of skill roll that determines how much ammo you can recycle and finally some will not allow any ammo retrieving.
And you know what ? You are entirely right. Thoses tracking ammo will have to shell out gold that thoses that dont… wont have to.
But here is the thing. Most fights lasts 4 rounds in average. At low levels, it means 4 arrows per fight.
And arrows are 20 for 1 gold.
So, the money difference in most fights is : 1 gold piece for every 5 fights.
Its nothing. For reference, the smallest health potion is worth 50 gold pieces. Which represents 1000 arrows. Which represents more or less 250 fights. More than a whole campaign.
You are correct. But the thing is, that amount of money is negligeable.
Thank you for the straight answer. Its just not big enough to change my mind when I could give an extra 5 gold pieces to thoses that prefer to track ammo and be good for inter player balance for months of playing time.
I was never tying to change your mind. I just brought up that the dm makes the call on rpg rules. there is a reason its much easier to find players than dms
that is what happens already its just the dm of that table is the one making the final call or not I guess if you guys have a dm that just does everything by consensus. the way rpgs work though is the dm decides what rules to use and how to implement them using as much or as little player input as they feel like.
But you didnt answered me. I asked : what would happen if some would track ammo and some dont in the same party ?
You are that DM and your players ask you this. What do you say ?
It depends on if the dm expected ammo to be tracked. If one player is doing it but the dm does not require it then who cares. if the dm requires it then they will mention it to the player not tracking or track it themselves. My guess if the dm did not make it pretty clear in the first session or two that they are likely not tracking it.
Still not answering me. I will try one last time. Focus please :
What is the worst that would happen if the players that wants to track it do it and thoses that dont dont ?
To answer your question: power imbalance in the group since there are those who run out of ammo and those who don’t. It’s not hard to understand “some rules apply to some but not all”
Also those who do count will become frustrated since their book keeping isnt valued. Also their immersion gets broken when they know that the other factions theoretically don’t have any ammunition left yet they still fire.
If you allow this as a DM you fucking failed!
But if its by choice, whats the problem ? You just have to say : I no longer to want to track ammo, and boom you are good.
If you want to track ammo, manage to run out, how hypocrite is it to be jealous of thoses that never wanted to in the first place ?
I wish you happy gaming.
I mean, as dodging the question is, at least its nice.
Happy gaming to you too fellow.
Let me put it that way eddy. I don’t dodge your question, I’m just tired of trying to convey the issues that you don’t want to see.
ok focus. thats a new question. but i will answer it and if you come up with a new variant it will require a new answer. the result in the rules of most games is a loss of money on the side of the ones tracking vs not tracking (and further the ammo tracker can run out of ammo while the non tracker has an infinite supply). essentially the non trackers don’t have to buy ammo and in most rpgs money is a big element of power and balance. Heck tracking is only the start of it. I assume ammo will be tracked if the default rules indicate it which is like 99% of the games I come across. If the dm says I don’t need to I don’t. But if its tracked then after combat I ask if I can retrieve ammo. some dms will allow all ammo to be retrieved (which actually makes tracking pretty pointless). some will rule crit fails cannot be retrieved. still others will have you make some sort of skill roll that determines how much ammo you can recycle and finally some will not allow any ammo retrieving.
Finally a straight answer.
And you know what ? You are entirely right. Thoses tracking ammo will have to shell out gold that thoses that dont… wont have to.
But here is the thing. Most fights lasts 4 rounds in average. At low levels, it means 4 arrows per fight.
And arrows are 20 for 1 gold.
So, the money difference in most fights is : 1 gold piece for every 5 fights.
Its nothing. For reference, the smallest health potion is worth 50 gold pieces. Which represents 1000 arrows. Which represents more or less 250 fights. More than a whole campaign.
You are correct. But the thing is, that amount of money is negligeable.
Thank you for the straight answer. Its just not big enough to change my mind when I could give an extra 5 gold pieces to thoses that prefer to track ammo and be good for inter player balance for months of playing time.
I was never tying to change your mind. I just brought up that the dm makes the call on rpg rules. there is a reason its much easier to find players than dms
So we agree that your argument, althought valid, isnt big enough to matter ?
And were back at this : dont count normal ammo if you dont want to.
If youre the DM, then tell me why it matters and I might grow from the answer.
But gold isnt it.
yeah we agree the dm makes the call and if its done or not does not matter much and gold is part of why it matters.