Blog Book Club #48: Abstracting Missiles

Welcome to this week’s blog book club. This week we’re discussing “Abstracting Missiles,” by Brendan S. of Necropraxis.

For next week, we are deviating from Marcia’s list as written. I’ll be skipping “Random D&D Characters, Huzzah!” by Ramanan Sivaranjan of Total Party Kill and will instead include it as a reply to last week’s OD&D equipment list as I feel that it belongs there and may not lead to much discussion on its own.

Due to this shortcut, we will be reading “Getting Worse,” by Erik Jesen of Wampus Country. (For extra Credit read the preceding post “the Confession”).

You can see a list of previous blog club posts here.

I grew up in an era of D&D where players had it beaten into their skulls that a combat round equals 6 seconds. To me it felt like a universal RPG truth. Even other games I experimented with like Savage Worlds and World of Darkness kept in-combat time abstraction to a minimum and generally had rules aimed at capturing moment to moment action. For some folks, this practice captures the intensity and immediacy in combat. For days where I was not feeling engaged in a fight, it would highlight the disconnect between how long turns were taking people and the amount of time they represented. But what if a round was longer? What advantages might that have?

From time to time I see references in podcast interviews and blogs to the minute long combat rounds in Original D&D. Today’s post is one of them. One of the issues to this interpretation is how to handle the supply of ammunition if a D&D fight is more like a montage where many arrows are fired? While claims of archers being required to fire 12 shots a minute or be drummed out of service have been debunked, using up only two arrows per minute of combat is on the slow side for trained marksmen.

To handle this issue, the post examines the possibility of abstracted quantities of missiles. After a combat occurs a d6 is rolled and on a result of a 1 exhausts a quiver of arrows. While this doesn’t add tension to individual fights it does put pressure on a dungeon crawl overall as it becomes another component of resource management. I like mechanics like this that encourage players not only to prepare more thoroughly but also to have to risk their luck scrounge up substandard supplies in a dungeon. This adds another layer of interaction as it ties human needs to the environment.

To give players more combat options the post notes they can increase rate of fire (called a volley) for an immediate ammo check in exchange for an attack or damage bonus. I wish the specifics of the bonus were called out specifically. In a game like Shadowdark I’d probably give it an advantage OR turning a hit into a crit. In Odd-likes its pretty straightforward to raise the damage dice to a d12. I do not know what the appropriate bonus for OD&D or BX would be.

Another point I appreciated is that reloading in D&D is usually a bad feeling mechanic that players will avoid at all costs under the usual assumptions of play unless they are a wizard out of spells without another ranged option. I am in favor of getting rid of reloading, its just never felt quite right in practice.

After the post, I looked into the comments and found at least one person feeling like it takes away from the moment to moment choice of ammo rationing… but honestly I am not sure I know anyone who does this. There seemed to be not much consensus on whether ranged combat should be abstracted in this way proposed in the post.

I think my main quibble is I am not sure I enjoy the all or nothing approach to ammo and I feel like the more gradual tick down of resource dice may be a better fit for me. What do you think: Is a minute long abstraction of combat tolerable? Have you ever used abstracted ammo?

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I started play with AD&D, so one minute rounds are the standard by which I long measured abstractions of melee action. (My preference has changed to shorter rounds, so 12 - 20 seconds is what I think more fitting these days.) I don’t find the 6-second round to be workable for me, at all. Individual attacks are not Rock 'Em, Sock 'Em Robot affairs where combatants stand in place and take discrete shots at each other gauged by die rolls. The dance of the fight disappears that way, especially when I consider the setting up and execution of involved maneuvers on part of the combatants. I gotta have rounds long enough to allow for that conceptual dance to play out.

The two-arrow standard of AD&D always stretched credulity a bit (or a bunch), especially when it was joined with the rules on firing into melee being a risky proposition involving allies. Roughly thirty seconds per shot seemed to include enough caution that accidentally skewering an ally wasn’t much of an issue, seeming to be more an issue of deflections off armor than outright misses striking a different target. I never landed on a satisfactory solution other than changing the length of a round.

In any case, the question of gathering fired missiles was always present. There were times I went with all of them automatically being lost; that proved problematic for both diagetic reasons and practical inventory reasons. There were times I went with all fired missiles being automatically recovered; that also didn’t fit comfortably. Then came the variations on how many were recoverable, which varied in how much of a hassle it was to check for how many were damaged and how many weren’t, blahblahblah. I settled in on a single roll of a die that corresponded with how many had been loosed to determine how many could be recovered for reuse and that worked best for me. So, if an archer fired a dozen arrows, a roll of a D12 would determine how many they could recover (though I’d usually use a D6+6 for the roll). Usage dice/resource dice always feel like waving my hands around instead of deciding.

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Here’s one of the eldest references I can find to this technique (already subject to a bit of linkrot!)

https://intwischa.com/2011/05/house_rule_for_tracking_ammo/index.html

I do think that these kind of more randomized depletions do work against some of the rewards for being properly Prepared that some of these games tend to encourage. The sudden “surprise” of a formerly full quiver being immediately emptied doesn’t exactly speak to the competency of the Characters for me. Sure, a Combat can be a frantic, unpredictable place, but for quantifiable things I find it easier and rewarding to just to keep track.

We sometimes do this on the flip-side in away though: On a damage roll of a 1 or 2, simply don’t mark off that arrow because it will be retrieved after battle. It’s an expedient compromise, but the Players seem to like it (because it takes a little sting out of those low damage rolls.)

I think most “Usage/Resource Die” mechanics work really well for unquantifiable things (Wand Charges, Disease Progression, Protection Scroll Durations) because they do add some delicious uncertainty in those situations and do let us avoid some of the more granular tracking. But my standard advice when using them for more “countable” things is to always have them deplete not to Zero, but to “The Last One.” So many great table tales and sources of tension tend to arise from being down to that “final Arrow” or “last flickering Torch” and it’s always a shame to see those opportunities lost.

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My current approach:

Quivers have three checkboxes on the character sheet. At the end of combat if you used your bow there is a 1 in 2 chance of ticking one box. When all three are ticked the quiver is used up.

I like this approach because it’s simple but it’s not so random: it’s only when you get to 1 box left you are faced with the possibility of completely running out of arrows if you use your bow. Kind of like what @ktrey is saying with the “last one”.

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