What do you roll to recover spent ammunition/thrown weapons? Is there siege stuff? Like walls of a city having hp, catapults, etc? Do conditions normally only last a number of turns, or can you roll for checks/saves to recover from their effects early?
1) There are no specific rules regarding ammunition recovery. Take that up with your DM, or if you are the DM, determine if that is something you would want.
2) While there is no siege specific rules that I can think of, you can definitely use the rules for AC & HP for Objects found in the Dungeon Masters Guide. sS if you have a really think wall outside a city, maybe it is 20 AC and 150 hps (spitballing here don't quote me). There are a variety of siege like weapons throughout the releases.
3) Most of the time when a condition is imposed on a character, the effect imposing the condition states it's duration and if it requires a check or save to end the effect early.
I seem to recall there being a rule somewhere that gave a % of ammunition you can choose to spend time recovering after combat.... Gonna have to look for it, can't remember where.
Yep, found it. It's in the PHB, Chapter 5, Weapons, Weapon Properties. The last bit of the Ammunition paragraph states explicitly that you can spend 1 minute recovering 50% of the ammunition you used. Interestingly, it's connected to the weapon you use (Bow, Crossbow, Sling) rather than the ammunition itself (arrows, bolts, bearings). Not sure how well that actually deals with magical ammunition of a limited quantity.
The sentence in question:
At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
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What do you roll to recover spent ammunition/thrown weapons? Is there siege stuff? Like walls of a city having hp, catapults, etc? Do conditions normally only last a number of turns, or can you roll for checks/saves to recover from their effects early?
Hi and welcome to D&D!
1) There are no specific rules regarding ammunition recovery. Take that up with your DM, or if you are the DM, determine if that is something you would want.
2) While there is no siege specific rules that I can think of, you can definitely use the rules for AC & HP for Objects found in the Dungeon Masters Guide. sS if you have a really think wall outside a city, maybe it is 20 AC and 150 hps (spitballing here don't quote me). There are a variety of siege like weapons throughout the releases.
3) Most of the time when a condition is imposed on a character, the effect imposing the condition states it's duration and if it requires a check or save to end the effect early.
Well, there is one rule about Ammunition recovery.
The main one only applies to Magic Ammunition. All +1, +2, and +3 ammunition says "Once it hits a target, the ammunition is no longer magical."
My DM uses the 50% rule for non-magical ammunition. Half is recovered.
I seem to recall there being a rule somewhere that gave a % of ammunition you can choose to spend time recovering after combat.... Gonna have to look for it, can't remember where.
Yep, found it. It's in the PHB, Chapter 5, Weapons, Weapon Properties. The last bit of the Ammunition paragraph states explicitly that you can spend 1 minute recovering 50% of the ammunition you used. Interestingly, it's connected to the weapon you use (Bow, Crossbow, Sling) rather than the ammunition itself (arrows, bolts, bearings). Not sure how well that actually deals with magical ammunition of a limited quantity.
The sentence in question: