Some items require ammunition—arrows, bolts, bullets, charges, etc. But in the heat of battle, it's not always clear how much ammo you have left in your quiver.
This chapter introduces ammunition dice as a means of tracking your ammunition supplies.
Instead of tracking each individual shot, take a d12—this is your Ammunition die. Roll it whenever you take a shot: if you roll a 1 or 2, the die gets one size smaller.
If you're down to one piece of ammunition and you use it, that's it—it's all gone! Remove it from your inventory.
d12 → d10 → d8 → d6 → d4 → 1
Die Size | Remaining Uses (Average) |
---|---|
d20 | 30 |
d12 | 20 |
d10 | 14 |
d8 | 9 |
d6 | 5 |
d4 | 2 |
Most ammunition types will start with (and have a maximum size of) a d12 ammunition die—this represents a full stack of arrows/bolts/bullets/etc. Some special items, however, may have their own unique limitations—such as a wand with d8 maximum charges.
Multiple Stacks: If you're carrying multiple stacks of any one type of ammunition, prioritize the smallest stack. Always roll the smallest ammunition die per ammo type.
To increase your ammunition die you can recover ammo from the environment, buy a new stack, or pay a small percentage of the total cost to increase your die by one step based on the maximum die size for that ammo type
To replenish a stack of arrows (max size d12) from d8 to d10 would cost 20 cp (20% of 1 gp).
Maximum Die | Cost per Size Increase |
---|---|
d20 | 16% |
d12 | 20% |
d10 | 25% |
d8 | 33% |
d6 | 50% |
d4 | 100% |