Rogue and Hunter have unlimited physical projectiles. This was a turnoff for me when I started this game as I started cold without any game previewing and chose Rogue class. The irony is even presented in the opening map when the archers further ahead fighting some wizards need more arrows which you can recover from the battlefield for them.
A resource management mechanism would make more sense (ie. class would have to recover/pick up what they've thrown). Also, although maybe too complicated to implement, special consideration should be given to damage incurred to the projectile as they probably should not be considered invincible/unbreakable weapon that never get dulled. New arrows/daggers could be crafted before going into battle and possibly a repair profession option. There could also be different tiers of weapon so they are sturdier, sharper, etc.
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If something like this is implemented, every class better have a similar mechanic. Just because it makes sense doesn't mean its a good idea, and really what makes sense in a game is up to the people writing it....
"Oh look, I can spawn a dragon and a vendor out of my pocket, but darn, I need to go to town to get some more arrows!"
Let's not try and add more grind to a grind intense game. Let's add FUN.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
I mean:
- GF's can dash 50 yards into their opponents... ...totally realistic.
- Mounts teleport into existence underneath you... ...totally realistic.
- Archers fire a shot orbit-ward and cause a thunderstorm... ...totally realistic.
- GWFs can pull their Rocketman stunt... ...totally realistic.
- Magic per se... ...totally realistic.
- ...I could go on, but I won't. But I could...
Much of the charme and flavor of this game comes from its combat system, which is self-ironic, action-centered, auto-targeting, high-speed, newbie-friendly fun. Your idea is the exact opposite.
TL;DR: No. Simply no.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Magical throw weapons automatically return to the hand of the thrower in time for the next attack.
It's magic. It's the foundation of the D&D world.
Those archers in the opening of the game aren't heroes. They don't have magic weapons, and are thus reliant on retrieving arrows from the fight...again, we're the heroes here. It's why we can do solo or in small groups tasks that even entire armies of "regular" people couldn't accomplish.
Embrace it, don't fight it.
Sekhmet@kvetchus_
Guilds: Greycloaks, Blackcloaks, Whitecloaks, Goldcloaks, Browncloaks, Spiritcloaks, Bluecloaks, Silvercloaks, Black Dawn
Tredecim: The Cloak Alliance
Yeah! I miss that guys unique perspective.
But that is just me.
My group used to just negotiate restocking fees with the DM when they went to town.
The one aspect which I end up missing due to this mechanic is magic arrows. I think it would be great to have unlimited basic ammunition but be allowed to purchase fire arrows, lightning arrows and such for a fee.
But having to buy packs full of basic arrows is really frustrating. They are always stupidly cheap so it didn't really serve any balancing aspect, it is always just an annoyance factor both reducing inventory space and causing you to run around to a shop all the time when no other classes really have to as the first thing every D&D game to date has thrown away is the casting supplies for wizards.
And personally I loath repair costs with a passion so I really don't want that added on to all other classes to justify forcing two classes to pay for their projectiles.