Sage of Legaia
Scout
I thought Expanded/Enhanced Quiver was in 2.0, and at its highest difficulty it granted an unlimited-capacity quiver? (Name might not be accurate, but I remember one like this being given out as treasure.)
It lets you hold unlimited arrows. You still need tags for them and have to track them.I thought Expanded/Enhanced Quiver was in 2.0, and at its highest difficulty it granted an unlimited-capacity quiver? (Name might not be accurate, but I remember one like this being given out as treasure.)
Well, an arrow is a limited resource like a spell or a potion. It has a limit. It also provides something for non-com players or players that want to make coin to do. We aren't a video game with unlimited quivers (yes I know there's a 2.0 rit for storage of it, and I used it wooo!) but if we start just saying we have a free for all on arrows, then what about that alchemist that suddenly gets pouty because they can make something but can't get unlimited of it. They have to keep track of their globes and gasses and all that, just like I have to keep track of all my spells and wand charges (or channeling abilities in 2.0).Tracking arrows is such a bad holdover from old 90s LARPs. It should really go away imo. No one likes it. It isn't a fun mechanic.
So why do the archers have to sacrifice to give someone else something to do? Their enjoyment is equally valid. And this is a huge frustration of many archers and has been for decades.It also provides something for non-com players or players that want to make coin to do.
Because bows are much more in line with other weapons than they are with spells or consumables. Which makes the silver arrow thing another weird holdover. Sure in real life you have to track arrow usage, but weapons/armor/shields degrade as well, and no one wants degrading armor to come back.Well, an arrow is a limited resource like a spell or a potion. It has a limit. It also provides something for non-com players or players that want to make coin to do. We aren't a video game with unlimited quivers (yes I know there's a 2.0 rit for storage of it, and I used it wooo!) but if we start just saying we have a free for all on arrows, then what about that alchemist that suddenly gets pouty because they can make something but can't get unlimited of it. They have to keep track of their globes and gasses and all that, just like I have to keep track of all my spells and wand charges (or channeling abilities in 2.0).
I personally like the "oh crap" moments in battle of whether or not we can come together as a community to pull off a fight with our resources, rather than one player being a power gamer being all yeah look at me with my infinite arrows. I like that my chapter can pull in players from the fringes that don't normally feel involved by getting them to bust out old stocks of blacksmithing or potions or whatever (also new mid game crafting like a boss in 2.0).
I like that running out of arrows means I could rez. I like running out resources. It makes it more of a challenge. But that's just me.
That sounds awful to me. The fact that I can be unable to use my bow because no one in our chapter is a blacksmith is a very weird thing to me. Or heck, you step on a trap and now have no arrows and have to sit out the rest of the fight. Although I have run out of packets mid fight before, so they are not exactly unlimited.I like that running out of arrows means I could rez. I like running out resources. It makes it more of a challenge. But that's just me.
Although in line with the rest of the changes. I would like it to be something that lasted for 5 days. For instance, you could get an unlimited quiver of +1 arrows for some amount of production.One way to go about it would be to make "basic" arrows free and unlimited while still allowing "better" arrows (like ones with iron heads that do +1 damage, say) to be a consumables made by blacksmiths.
Why is it necessary? What happens if we remove it?While I do agree that tracking arrow expenditure is a drag, it’s a necessary drag for the time being.
Then Blacksmithing becomes only slightly more valuable than 1.3 Trapmaking.Why is it necessary? What happens if we remove it?
Then we could fold trap-making into blacksmithing and alchemy. That would actually make more sense to me as it makes one production skill for each base class.Then Blacksmithing becomes only slightly more valuable than 1.3 Trapmaking.
You really think arrows are that big a % of what a blacksmith makes? I would be very surprised.Then Blacksmithing becomes only slightly more valuable than 1.3 Trapmaking.
Increasing the cost of arrows/bolts is a bad idea in my opinion. For those players who do only take 1 rank of blacksmithing, they can make 10 arrows/day without batching as it stands, which may not be much, but it's something. Increasing the cost to 20-30 means that you have to have 4-6 ranks to bother making arrows at all without a workshop.Blacksmiths shouldn’t make arrows/bolts. They should make quivers/boltcases (?).
A quiver tag gets you enough arrows/bolts to last one encounter.
A quiver rep lets you hold one quiver tag per 64 cubic inches of volume.
It maintains the recurring production sink for blacksmiths and eliminates the need to count arrows.
Cost it at 20-30pp and I think you’re in the right area.
Not every chapter has this for new players, and it can be a drag to run out of arrows at low levels.I buy around 10-15 quivers per game so that I can give them out to the new adventurers.