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rules:ammo-recovery [2019-05-05 21:19] – sandra | rules:ammo-recovery [2020-09-11 12:43] (current) – removed sandra | ||
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- | ====== Ammo Recovery ====== | ||
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- | OK, the old [[https:// | ||
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- | ===== Ammo recovery in the RAW ===== | ||
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- | Let's go back to the RAW! That means, | ||
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- | AFTER battle, you get back half of your ammo (arrows, bolts, etc) rounded down and it takes a minute of searching. | ||
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- | When I wrote the original [[https:// | ||
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- | There' | ||
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- | ===== House rule №1: Aiming rolls ===== | ||
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- | Aiming is a new, house-ruled combat action! | ||
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- | You can spend an attack to instead aim! (So if you have "extra attack", | ||
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- | YOU HAVE TO DESCRIBE YOUR AIMING in a cool way to be allowed to aim! | ||
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- | Spending an attack in this way gives you an aim point. Aim points are specific to a particular enemy; if you lose sight of your target (or you have another reason to want to change target, for example if your target is killed or similar), you only have one round to find the target again, or change to a new target, or your aim points are lost. | ||
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- | If you do manage to change targets, the time you've taken steadying your ground, focusing your breath etc is still beneficial. | ||
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- | Whenever you do a ranged attack vs AC, you can spend aim points to make extra attack rolls vs that same target. | ||
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- | The benefits of aiming are that you don't have to use ammunition or thrown weapons while aiming, 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. | ||
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- | ==== Sniping ==== | ||
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- | If you were hidden when aiming, you need to make one Dexterity (stealth) check vs the target’s Wisdom (perception) for each aim point once you spend them; you need to succeed on them all or the shot misses. You can only use Reliable Talent, Pass Without Trace, invisibility or other special spell or feature on //one// of these rolls; you can use proficiency or expertise on the checks, however. | ||
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- | ==== Aiming Example ==== | ||
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- | Jenny has +5 to hit with her shortbow and she deals 1d6+3 damage. | ||
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- | Let's say she spends two rounds aiming at [[https:// | ||
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- | ===== House rule №2: Charging up spells ===== | ||
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- | (This doesn' | ||
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- | 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. | ||
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- | YOU HAVE TO DESCRIBE YOUR CHARGING UP THE SPELL in a cool way to be allowed to do it. | ||
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- | 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. | ||
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- | You can not charge up spells if you are hidden or unseen, or if you are using subtle spellcasting. Charging up spells is an inherently noisy ordeal. | ||
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- | The benefit is that you can work compress ([[https:// | ||
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- | ==== Spell Charging Example ==== | ||
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- | Jenny wants to charge up a level one [[https:// | ||
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- | ===== House rule №3: Mending! ===== | ||
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- | Mending, the most under-powered and crappy cantrip of all time! By the RAW, it doesn' | ||
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- | When you're searching for ammo, up to two pieces of ammo that would' | ||
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- | ==== Mending Example ==== | ||
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- | Jenny shoots three arrows. By the RAW, searching the battlefield would' | ||
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