Many items require ammunition—arrows, bolts, bullets, charges, etc. But in the heat of battle, it's not always clear how much ammo remains in your quiver.
This chapter introduces ammunition dice as a means of tracking your ammunition supplies.
The Ammunition Die
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:
d12 → d10 → d8 → d6 → d4 → 1
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.
Stack Sizes: 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.
- GM:The ghoul grabs hold of you tight, Viridian, moaning as it prepares to bite. What do you do?
- Viridian:Uh Chansi, need a little help here!
- Chansi:Yea see the thing is, I'm kinda running low on arrows though. Ammunition die is down to a d4—
- Viridian:TAKE THE DAMN SHOT, CHANSI!
- Chansi:Fine. That's... (rolls 15) ...15 to hit. And... (rolls 1) ...damn, a 1 for ammunition. Down to my last arrow. You're welcome, Viridian.
If you're carrying multiple stacks of any one type of ammunition, prioritize the smallest stack first—always roll the smallest ammunition die per ammo type.
If your ammunition is rare or has limited uses—fire arrows, magic bolts, lighting bullets, etc—don't use an ammunition die. Track each shot as you use them.
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
For example, 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|