Degenerate counterpoint detected. Parallel octaves between bass and soprano almost guaranteed.
Serpent Arrow: As a move-equivalent action, a serpent archer may remove a Tiny snake from a container (similar to drawing an arrow or bolt from a quiver) and pull its body straight and stiff, suitable for firing from a bow (longbow, short bow, composite longbow, or composite shortbow) or crossbow (light or heavy). When fired from a bow in this manner, the snake deals normal damage for the bow. If the snake is a poisonous snake, it also injects the target with poison as if she had been bitten by the snake. After being fired in this manner, the snake is stunned for 1 round (normally falling to the ground at the feet of the target). Once the snake recovers, it continues to attack the target if the snake is of a size that would normally attack a creature of the target's size, otherwise it tries to leave the target's threatened area.
You buy hundreds of them at a store. With the tweak pack I gave everyone 1000 arrows/bullets/bolts right away and only had to replenish now and then.I've run out of ammo in IWD. Ranged enemies would only ever drop a few arrows.
I got curious after reading the class name as Serpent Archer, then I found this stupidity:
Serpent Arrow: As a move-equivalent action, a serpent archer may remove a Tiny snake from a container (similar to drawing an arrow or bolt from a quiver) and pull its body straight and stiff, suitable for firing from a bow (longbow, short bow, composite longbow, or composite shortbow) or crossbow (light or heavy). When fired from a bow in this manner, the snake deals normal damage for the bow. If the snake is a poisonous snake, it also injects the target with poison as if she had been bitten by the snake. After being fired in this manner, the snake is stunned for 1 round (normally falling to the ground at the feet of the target). Once the snake recovers, it continues to attack the target if the snake is of a size that would normally attack a creature of the target's size, otherwise it tries to leave the target's threatened area.
I dont want my motherfucking ammo generating itself out of thin air, i want to be able to buy it, i want to do inventory managment because i choose to bring ranged units and they need shit to throw at the enemy. I want there to be an item that solves that problem later on, because i love it when magic is magical instead of just another combat mechanic.
Fucks sake, you cant get any more popamole than what you guys are proposing.
Tweak pack being critical for that. In base game you can run out of arrows in bigger dungeons even when you use half of your inventory for storing them.You buy hundreds of them at a store. With the tweak pack I gave everyone 1000 arrows/bullets/bolts right away and only had to replenish now and then.I've run out of ammo in IWD. Ranged enemies would only ever drop a few arrows.
Then you get to enjoy the degeneracy of running back to the shop for more arrows. The only inconvenience is time.Tweak pack being critical for that. In base game you can run out of arrows in bigger dungeons even when you use half of your inventory for storing them.You buy hundreds of them at a store. With the tweak pack I gave everyone 1000 arrows/bullets/bolts right away and only had to replenish now and then.I've run out of ammo in IWD. Ranged enemies would only ever drop a few arrows.
Then you get to enjoy the degeneracy of running back to the shop for more arrows. The only inconvenience is time.
Then you get to enjoy the degeneracy of running back to the shop for more arrows. The only inconvenience is time.Tweak pack being critical for that. In base game you can run out of arrows in bigger dungeons even when you use half of your inventory for storing them.You buy hundreds of them at a store. With the tweak pack I gave everyone 1000 arrows/bullets/bolts right away and only had to replenish now and then.I've run out of ammo in IWD. Ranged enemies would only ever drop a few arrows.
Unnecessary because they're already addressed kiting through engagement plus needing to stand still to reload.Then you get to enjoy the degeneracy of running back to the shop for more arrows. The only inconvenience is time.
This is the same thing as the "degeneracy" of running back to a rest spot when you run out of health.
There's nothing wrong with resource constraints, as long as they're a meaningful challenge. Limited ammunition can prevent players from using degenerate kiting tactics.
Alsooooooo a thing to keep in mind is that you can just buy thousands of ammo and keep hundreds equipped and at the top of your pack and replenish it every time you get to a new rest spot. Sounds like pointless routine to me.
Alsooooooo a thing to keep in mind is that you can just buy thousands of ammo and keep hundreds equipped and at the top of your pack and replenish it every time you get to a new rest spot. Sounds like pointless routine to me.
Set an upper limit on the amount of standard ammunition you can have, make it a non-standard item. Arrow mana.
Set an upper limit on the amount of standard ammunition you can have, make it a non-standard item. Arrow mana.
And how do you decide this upper limit? Party members * x so that you're encouraged to have as few ranged characters as possible?
Yes, but health is for everyone, spells for spell casters, who's ammo for? How does the game decides which characters are "ranged"?