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rules:ammo-recovery [2019-05-05 13:51] – created sandra | rules:ammo-recovery [2019-11-20 16:20] – sandra | ||
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====== Ammo Recovery ====== | ====== Ammo Recovery ====== | ||
- | OK, the old [[https:// | + | I deleted what was here, it didn' |
- | ===== Ammo recovery in the RAW ===== | + | Let me try again: |
- | Let's go back to the RAW! That means, | + | If you **can't reach** |
+ | and threw your **thrown** weapons, they are lost. | ||
- | AFTER battle, | + | If you **can reach** that area... |
- | When I wrote the original [[https:// | + | For ammunition, whether they hit or miss, roll 1d3 for each. |
- | ===== House rule №1: Aiming rolls ===== | + | ^Normal d3^Fate Die^Frankenstein die^Result^ |
- | + | |1|minus|1|Broken, "mending" can fix it| | |
- | Aiming is a new, house-ruled combat action! | + | |2|+|2|Found| |
- | + | |3|blank|zero|Lost, gone| | |
- | You can spend an attack to instead aim! (So if you have "extra attack", or " | + | |
- | + | ||
- | YOU HAVE TO DESCRIBE YOUR AIMING in a cool way to be allowed to aim! | + | |
- | + | ||
- | Spending an attack in this way gives you an aim point. You can have any number of aim points, but whenever you gain XP, or rest, you lose all aim points. | + | |
- | + | ||
- | Whenever you do a ranged attack vs AC, you can spend aim points to make extra attack rolls vs that same target. | + | |
- | + | ||
- | The benefits of aiming are that you save ammo and that you look cool. The downsides of aiming are that you might end up wasting aim points, and that you might not be able to spread out your attacks among a large amount of lower-powered enemies. | + | |
- | + | ||
- | It's especially appreciated if you describe your aiming on a specific enemy, but the aim points aren't mechanically tied to a specific enemy, since taking your time steadying your ground, focusing your breath etc is beneficial even if you change your target. | + | |
- | + | ||
- | ==== Aiming Example ==== | + | |
- | + | ||
- | Jenny has +5 to hit with her shortbow and she deals 1d6+3 damage. | + | |
- | + | ||
- | Let's say she spends two rounds aiming at [[https:// | + | |
- | + | ||
- | ===== House rule №2: Charging up spells ===== | + | |
- | + | ||
- | (This doesn' | + | |
- | + | ||
- | You can charge up your spells by spending the casting time (for example, one action) and components (V, S, and/or M---with the benefit of spellcasting focus or component pouch as usual) of the spell. Each spell & slot level combination has its own pool of charge points, for example you might have one for Eldritch Blast, one for level 1 Sleep etc. You lose all charge points whenever you gain XP and when you rest. | + | |
- | + | ||
- | YOU HAVE TO DESCRIBE YOUR CHARGING UP THE SPELL in a cool way to be allowed to do it. | + | |
- | + | ||
- | Then when you cast the spell, you can spend charge points **(and extra slots, if the charged spell wasn't a cantrip)** to cast multiple copies of the spell. | + | |
- | + | ||
- | The benefit is that you can work compress ([[https:// | + | |
- | + | ||
- | ==== Spell Charging Example ==== | + | |
- | + | ||
- | Jenny wants to charge up a level one [[https:// | + | |
- | + | ||
- | ===== House rule №3: Mending! ===== | + | |
- | + | ||
- | Mending, the most under-powered and crappy cantrip of all time! By the RAW, it doesn' | + | |
- | + | ||
- | When you're searching for ammo, up to two pieces of ammo that would' | + | |
- | + | ||
- | ==== Mending Example ==== | + | |
- | + | ||
- | Jenny throws three daggers. By the RAW, searching the battlefield would' | + | |
+ | For thrown weapons; if you hit, it didn't break. If you missed, | ||
+ | there is a 1/20 chance the weapon broke. Mending can fix it. | ||
+ | For aiming (which conserves ammo), see [[Aim Points]]. |