Question about recovering missile weapon ammunition
Moderators: DJ LaBoss, finarvyn, michaelcurtis, Harley Stroh
-
- Ill-Fated Peasant
- Posts: 9
- Joined: Fri Sep 06, 2019 4:14 am
- FLGS: D6 Games in Rochester, MN
Question about recovering missile weapon ammunition
On page 96 of the core rulebook, it says “Characters can recover missile weapons that miss...There is a 50% chance that recovered...weapons are destroyed; otherwise, they can be reused.” Does this mean that if a character missed 4 bow shots, the player rolls for each of the 4 missed arrows to see if each was destroyed or not? Or do they roll once, and if successful they can retrieve all 4? I would think the former, but I was wondering how others would interpret the rule and if there was a majority consensus either way (or even alternate interpretations). Thanks in advance.
- GnomeBoy
- Tyrant Master (Administrator)
- Posts: 4128
- Joined: Fri Mar 10, 2006 1:46 pm
- FLGS: Bizarro World
- Location: Left Coast, USA
- Contact:
Re: Question about recovering missile weapon ammunition
I'd imagine most folks would either roll for each miss, or just do the math that "half" of them are still good.
That half is in quotes, since I also imagine that odd numbers are met with a fixed way to round them.
That half is in quotes, since I also imagine that odd numbers are met with a fixed way to round them.
...
Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.
Link: Here Be 100+ DCC Monsters
bygrinstow.com - The Home of Inner Ham
Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.
Link: Here Be 100+ DCC Monsters
bygrinstow.com - The Home of Inner Ham
-
- Mighty-Thewed Reaver
- Posts: 296
- Joined: Thu Mar 25, 2010 4:42 pm
- Location: Crystal Lake, IL
Re: Question about recovering missile weapon ammunition
At our game they roll on which 50% of the arrow survived, the arrowhead or the fletching.
-
- Deft-Handed Cutpurse
- Posts: 218
- Joined: Sun Sep 20, 2015 6:00 pm
- FLGS: there are a few but I dont really consider any of them as my main flgs
Re: Question about recovering missile weapon ammunition
Any way you want to do it, that's how DCC rolls!
Personally, I see ranged weapons as having a lot of advantages in movement and target placement, especially in open ground, so I'd probably just make all the arrows break whether they hit or miss. But if people wanted to recover arrows I'd probably roll a percentile, below 50 I would pick some number below half the arrows to recover, above 50 I'd pick a number above half the arrows to recover, and then I'd let people recover arrow heads from all the broken arrows.
Personally, I see ranged weapons as having a lot of advantages in movement and target placement, especially in open ground, so I'd probably just make all the arrows break whether they hit or miss. But if people wanted to recover arrows I'd probably roll a percentile, below 50 I would pick some number below half the arrows to recover, above 50 I'd pick a number above half the arrows to recover, and then I'd let people recover arrow heads from all the broken arrows.
-
- Far-Sighted Wanderer
- Posts: 10
- Joined: Fri Aug 14, 2020 4:49 am
- FLGS: Cape Fear Gaming
Re: Question about recovering missile weapon ammunition
I just let them spend the time to recover 50% (round odd numbers in PCs favor) of the misses. No die roll required.
- Raven_Crowking
- Cold-Hearted Immortal
- Posts: 3159
- Joined: Fri Mar 16, 2012 9:41 am
- FLGS: The Sword & Board
- Contact:
Re: Question about recovering missile weapon ammunition
Same.jblittlefield wrote: ↑Fri Aug 14, 2020 11:05 am I just let them spend the time to recover 50% (round odd numbers in PCs favor) of the misses. No die roll required.
SoBH pbp:
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.