What does it mean to have zero “ammo”?

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Most ammunition in DW have "ammo" property — it is usually a small number, like 3-4:




Bundle of Arrows 3 ammo, 1 coin, 1 weight




The tag description says this number "represents what you have left on hand", whatever that means:




n Ammo: It counts as ammunition for appropriate ranged weapons. The number indicated does not represent individual arrows or sling stones, but represents what you have left on hand.




The only other mention of ammo is the Volley move:




You have to take several shots, reducing your ammo by one




So, when you reduce your particular "ammo" to zero, are you out of ammunition and can't fire at all, or you just can't choose to mark off ammo on a 7–9?



For comparison, using throwing weapons suggests to "choose from the other two options":




If you’re throwing something that doesn't have ammo (maybe you’ve got a move that makes your shield throwable) you can't choose to mark off ammo. Choose from the other two options instead.




...it also specifically says what happens next:




once you throw it, it’s gone until you can recover it











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    up vote
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    Most ammunition in DW have "ammo" property — it is usually a small number, like 3-4:




    Bundle of Arrows 3 ammo, 1 coin, 1 weight




    The tag description says this number "represents what you have left on hand", whatever that means:




    n Ammo: It counts as ammunition for appropriate ranged weapons. The number indicated does not represent individual arrows or sling stones, but represents what you have left on hand.




    The only other mention of ammo is the Volley move:




    You have to take several shots, reducing your ammo by one




    So, when you reduce your particular "ammo" to zero, are you out of ammunition and can't fire at all, or you just can't choose to mark off ammo on a 7–9?



    For comparison, using throwing weapons suggests to "choose from the other two options":




    If you’re throwing something that doesn't have ammo (maybe you’ve got a move that makes your shield throwable) you can't choose to mark off ammo. Choose from the other two options instead.




    ...it also specifically says what happens next:




    once you throw it, it’s gone until you can recover it











    share|improve this question

























      up vote
      2
      down vote

      favorite









      up vote
      2
      down vote

      favorite











      Most ammunition in DW have "ammo" property — it is usually a small number, like 3-4:




      Bundle of Arrows 3 ammo, 1 coin, 1 weight




      The tag description says this number "represents what you have left on hand", whatever that means:




      n Ammo: It counts as ammunition for appropriate ranged weapons. The number indicated does not represent individual arrows or sling stones, but represents what you have left on hand.




      The only other mention of ammo is the Volley move:




      You have to take several shots, reducing your ammo by one




      So, when you reduce your particular "ammo" to zero, are you out of ammunition and can't fire at all, or you just can't choose to mark off ammo on a 7–9?



      For comparison, using throwing weapons suggests to "choose from the other two options":




      If you’re throwing something that doesn't have ammo (maybe you’ve got a move that makes your shield throwable) you can't choose to mark off ammo. Choose from the other two options instead.




      ...it also specifically says what happens next:




      once you throw it, it’s gone until you can recover it











      share|improve this question















      Most ammunition in DW have "ammo" property — it is usually a small number, like 3-4:




      Bundle of Arrows 3 ammo, 1 coin, 1 weight




      The tag description says this number "represents what you have left on hand", whatever that means:




      n Ammo: It counts as ammunition for appropriate ranged weapons. The number indicated does not represent individual arrows or sling stones, but represents what you have left on hand.




      The only other mention of ammo is the Volley move:




      You have to take several shots, reducing your ammo by one




      So, when you reduce your particular "ammo" to zero, are you out of ammunition and can't fire at all, or you just can't choose to mark off ammo on a 7–9?



      For comparison, using throwing weapons suggests to "choose from the other two options":




      If you’re throwing something that doesn't have ammo (maybe you’ve got a move that makes your shield throwable) you can't choose to mark off ammo. Choose from the other two options instead.




      ...it also specifically says what happens next:




      once you throw it, it’s gone until you can recover it








      dungeon-world






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      enkryptor

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          When you use up your ammo, you're out of ammo.



          You can Volley with a ranged weapon if you "have ammunition" for it. But Fletcher's Volleys, even when they don't consume ammo, are not necessarily with exactly one arrow, any more than Shanksworth's Backstab involves exactly one stab or Fightgar's Hack and Slash contains one hack and one slash. Being able to Volley means that, in the story, you have enough ammunition.



          Tags exist to tell you how equipment plays into the story:




          Each piece of equipment will have a number of tags. These will tell you something about how the equipment affects the character using it (like +Armor) or suggest something about the way it is used (like the Range tags). Like everything else in Dungeon World, these guide the fiction you’re creating in play. 




          When you drop to 0 total ammo, for story purposes you no longer have enough ready ammunition for a Volley. That's because the numbers in the ammo tag are also there to mean things in the story, and 0 means 0.



          It's possible to get enough ammunition for a Volley without getting 1 ammo! You just have to work out the fiction that goes from "I'm out of ammo" to "then I find some" to "and keep on firing". If Fletcher's got no arrows left in his inventory but is out on a hilltop where a bunch of friendly archers did that "stab arrows into the ground for easy access" thing, then he has fictional access to enough ammunition to Volley, but can't spend points of ammo for the purposes of moves that care about that. If Shanksworth is fleeing down a cobblestone road it probably isn't too big an ask to find a rock big enough to sling without breaking stride. If Stringfellow has only a bow to stand against a beast swooping out of the night, well, pray to lady luck and search your pockets, bard. And hurry.






          share|improve this answer






















          • "When you drop to 0 total ammo, for story purposes you no longer have enough ammunition for a Volley." — could you backup this statement with a quote from the book or developer's commentary?
            – enkryptor
            2 hours ago










          • No, but I do have a quote about the purpose of tags.
            – Glazius
            1 hour ago






          • 2




            @enkryptor Are you asking while you read the rules, or have you read the whole book already? Asking for a cite that having zero ammo means you have zero arrows to shoot makes it really seem like there are some basic rules you’ve not yet read.
            – SevenSidedDie♦
            1 hour ago











          • @SevenSidedDie I've read the book, but I still think both answers are possible
            – enkryptor
            1 hour ago






          • 1




            To be fair, nowhere does the book say that you must have more than 0 ammo to attempt a Volley. However, I agree that this is implicit both in our understanding of English and in our knowledge of how games work. If it were otherwise, we might as well remove the concept of ammo from the game.
            – Dave Costa
            13 mins ago

















          up vote
          3
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          Tags like “ammo” are an abstracted way to keep track something without having to keep explicit count. Your quiver having 3 ammo doesn't mean three individual arrows. Moves like Volley may make you decrement this abstract value as, in the fiction, you are skirting the threshold of running out of arrows in your attempt to make an effective attack because, mechanically, you rolled a 7-9 result.



          Having zero of something means you've run out. You've expended your reserve of arrows and can no longer, in the fiction, shoot them.






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            The Ammo Tag is defined as follows:




            n Ammo: It counts as ammunition for appropriate ranged weapons. The number indicated does not represent individual arrows or sling stones, but represents what you have left on hand.




            When you check the last box, you're down to 0 ammo left on hand. When you run out of ammunition on hand, you no longer have anything to shoot from your bow. With nothing to shoot, you can no longer trigger the Volley move in the fiction.



            Compare this with a similarly formatted Tag Uses:




            n Uses: It can only be used n times.




            When you're out of uses, just like when you're out of ammo, the fictional positional of the equipment has dried up and you must find more before attempting the Move again.






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            • @enkryptor That seems like arguing, not asking for clarification. If you think you know the answer already, please post your answer instead of arguing with the answers.
              – SevenSidedDie♦
              1 hour ago










            • @SevenSidedDie I don't know the answer. I'm just asking what is the source of the "0 ammo = 0 arrows" assumption, considering the fact the book says "N ammo doesn't mean N arrows".
              – enkryptor
              1 hour ago

















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            -1
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            The best answer that I can come up with for this is...



            It Depends on What You're Playing



            and



            It Depends on Your GM/DM



            And I don't mean that in that "oh you're playing DnD vs Pathfinder", no.



            It depends on what KIND of game you're playing, and who you're playing it with. 99% of the time, ammunition in games won't be counted, not because you don't need it, but because it's distracting. High Fantasy Ranger is fun to play, but not if you're going to have to keep track of whether or not an arrow breaks after you fire it, or if it can be re-used on a roll, etc.



            Most GMs/DMs assume you're keeping ammunition stocked every time you enter a town. (It's just assumed your party stopped by a general store and stocked up on whatever you were low on). Ammunition is effectively so cheap in most roleplaying games it's assumed you don't actually have to think about it as a purchase at all.



            This is not a rule



            Expect ammunition and food and water to be counted if you're playing some sort of survival game or campaign. An old friend of mine who told some truly epic stories used to not count anything, and then, whenever we'd arrive someplace without ready access to something, would ask us. "[Character Name], how much [whatever] do you usually carry on your person?" And we'd defend our number, but it was never actually counted until there was a reasonable assumption that you'd RUN OUT.



            -



            EDIT::Of course, this didn't answer your main question at all. I realized after I finished. The correct answer to your question is (RAW):



            You can't mark off ammo on a 7-9



            The reason for this is that you don't actually lose any ammo when you're just using your weapon, it's only on a bad roll, implying you're picking up your arrows after, and the breakage isn't enough to actually lower your ammo count by much. There's also this:




            If you’re throwing something that doesn’t have ammo (maybe you’ve got a move that makes your shield throwable) you can’t choose to mark off ammo.




            This sets a pretty clear precedent on the fact that there are places where you won't be able to choose that specific section.






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              Please don't signal your edits in text. Instead, your post should look like it was that way all along at all times: you wouldn't out "edit:" in an essay or a Wikipedia article, same thing goes for answers here. Consider front-loading your actual answer as well.
              – doppelgreener♦
              2 hours ago






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              The game the question is about is a very specific game that has rules that enforce one style, on purpose (and that feature is the reason to play this particular game instead of another). It doesn’t have room for the kind of style variation this answer assumes. It’s important to be familiar with the game a question is about when answering.
              – SevenSidedDie♦
              1 hour ago











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            4 Answers
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            When you use up your ammo, you're out of ammo.



            You can Volley with a ranged weapon if you "have ammunition" for it. But Fletcher's Volleys, even when they don't consume ammo, are not necessarily with exactly one arrow, any more than Shanksworth's Backstab involves exactly one stab or Fightgar's Hack and Slash contains one hack and one slash. Being able to Volley means that, in the story, you have enough ammunition.



            Tags exist to tell you how equipment plays into the story:




            Each piece of equipment will have a number of tags. These will tell you something about how the equipment affects the character using it (like +Armor) or suggest something about the way it is used (like the Range tags). Like everything else in Dungeon World, these guide the fiction you’re creating in play. 




            When you drop to 0 total ammo, for story purposes you no longer have enough ready ammunition for a Volley. That's because the numbers in the ammo tag are also there to mean things in the story, and 0 means 0.



            It's possible to get enough ammunition for a Volley without getting 1 ammo! You just have to work out the fiction that goes from "I'm out of ammo" to "then I find some" to "and keep on firing". If Fletcher's got no arrows left in his inventory but is out on a hilltop where a bunch of friendly archers did that "stab arrows into the ground for easy access" thing, then he has fictional access to enough ammunition to Volley, but can't spend points of ammo for the purposes of moves that care about that. If Shanksworth is fleeing down a cobblestone road it probably isn't too big an ask to find a rock big enough to sling without breaking stride. If Stringfellow has only a bow to stand against a beast swooping out of the night, well, pray to lady luck and search your pockets, bard. And hurry.






            share|improve this answer






















            • "When you drop to 0 total ammo, for story purposes you no longer have enough ammunition for a Volley." — could you backup this statement with a quote from the book or developer's commentary?
              – enkryptor
              2 hours ago










            • No, but I do have a quote about the purpose of tags.
              – Glazius
              1 hour ago






            • 2




              @enkryptor Are you asking while you read the rules, or have you read the whole book already? Asking for a cite that having zero ammo means you have zero arrows to shoot makes it really seem like there are some basic rules you’ve not yet read.
              – SevenSidedDie♦
              1 hour ago











            • @SevenSidedDie I've read the book, but I still think both answers are possible
              – enkryptor
              1 hour ago






            • 1




              To be fair, nowhere does the book say that you must have more than 0 ammo to attempt a Volley. However, I agree that this is implicit both in our understanding of English and in our knowledge of how games work. If it were otherwise, we might as well remove the concept of ammo from the game.
              – Dave Costa
              13 mins ago














            up vote
            4
            down vote













            When you use up your ammo, you're out of ammo.



            You can Volley with a ranged weapon if you "have ammunition" for it. But Fletcher's Volleys, even when they don't consume ammo, are not necessarily with exactly one arrow, any more than Shanksworth's Backstab involves exactly one stab or Fightgar's Hack and Slash contains one hack and one slash. Being able to Volley means that, in the story, you have enough ammunition.



            Tags exist to tell you how equipment plays into the story:




            Each piece of equipment will have a number of tags. These will tell you something about how the equipment affects the character using it (like +Armor) or suggest something about the way it is used (like the Range tags). Like everything else in Dungeon World, these guide the fiction you’re creating in play. 




            When you drop to 0 total ammo, for story purposes you no longer have enough ready ammunition for a Volley. That's because the numbers in the ammo tag are also there to mean things in the story, and 0 means 0.



            It's possible to get enough ammunition for a Volley without getting 1 ammo! You just have to work out the fiction that goes from "I'm out of ammo" to "then I find some" to "and keep on firing". If Fletcher's got no arrows left in his inventory but is out on a hilltop where a bunch of friendly archers did that "stab arrows into the ground for easy access" thing, then he has fictional access to enough ammunition to Volley, but can't spend points of ammo for the purposes of moves that care about that. If Shanksworth is fleeing down a cobblestone road it probably isn't too big an ask to find a rock big enough to sling without breaking stride. If Stringfellow has only a bow to stand against a beast swooping out of the night, well, pray to lady luck and search your pockets, bard. And hurry.






            share|improve this answer






















            • "When you drop to 0 total ammo, for story purposes you no longer have enough ammunition for a Volley." — could you backup this statement with a quote from the book or developer's commentary?
              – enkryptor
              2 hours ago










            • No, but I do have a quote about the purpose of tags.
              – Glazius
              1 hour ago






            • 2




              @enkryptor Are you asking while you read the rules, or have you read the whole book already? Asking for a cite that having zero ammo means you have zero arrows to shoot makes it really seem like there are some basic rules you’ve not yet read.
              – SevenSidedDie♦
              1 hour ago











            • @SevenSidedDie I've read the book, but I still think both answers are possible
              – enkryptor
              1 hour ago






            • 1




              To be fair, nowhere does the book say that you must have more than 0 ammo to attempt a Volley. However, I agree that this is implicit both in our understanding of English and in our knowledge of how games work. If it were otherwise, we might as well remove the concept of ammo from the game.
              – Dave Costa
              13 mins ago












            up vote
            4
            down vote










            up vote
            4
            down vote









            When you use up your ammo, you're out of ammo.



            You can Volley with a ranged weapon if you "have ammunition" for it. But Fletcher's Volleys, even when they don't consume ammo, are not necessarily with exactly one arrow, any more than Shanksworth's Backstab involves exactly one stab or Fightgar's Hack and Slash contains one hack and one slash. Being able to Volley means that, in the story, you have enough ammunition.



            Tags exist to tell you how equipment plays into the story:




            Each piece of equipment will have a number of tags. These will tell you something about how the equipment affects the character using it (like +Armor) or suggest something about the way it is used (like the Range tags). Like everything else in Dungeon World, these guide the fiction you’re creating in play. 




            When you drop to 0 total ammo, for story purposes you no longer have enough ready ammunition for a Volley. That's because the numbers in the ammo tag are also there to mean things in the story, and 0 means 0.



            It's possible to get enough ammunition for a Volley without getting 1 ammo! You just have to work out the fiction that goes from "I'm out of ammo" to "then I find some" to "and keep on firing". If Fletcher's got no arrows left in his inventory but is out on a hilltop where a bunch of friendly archers did that "stab arrows into the ground for easy access" thing, then he has fictional access to enough ammunition to Volley, but can't spend points of ammo for the purposes of moves that care about that. If Shanksworth is fleeing down a cobblestone road it probably isn't too big an ask to find a rock big enough to sling without breaking stride. If Stringfellow has only a bow to stand against a beast swooping out of the night, well, pray to lady luck and search your pockets, bard. And hurry.






            share|improve this answer














            When you use up your ammo, you're out of ammo.



            You can Volley with a ranged weapon if you "have ammunition" for it. But Fletcher's Volleys, even when they don't consume ammo, are not necessarily with exactly one arrow, any more than Shanksworth's Backstab involves exactly one stab or Fightgar's Hack and Slash contains one hack and one slash. Being able to Volley means that, in the story, you have enough ammunition.



            Tags exist to tell you how equipment plays into the story:




            Each piece of equipment will have a number of tags. These will tell you something about how the equipment affects the character using it (like +Armor) or suggest something about the way it is used (like the Range tags). Like everything else in Dungeon World, these guide the fiction you’re creating in play. 




            When you drop to 0 total ammo, for story purposes you no longer have enough ready ammunition for a Volley. That's because the numbers in the ammo tag are also there to mean things in the story, and 0 means 0.



            It's possible to get enough ammunition for a Volley without getting 1 ammo! You just have to work out the fiction that goes from "I'm out of ammo" to "then I find some" to "and keep on firing". If Fletcher's got no arrows left in his inventory but is out on a hilltop where a bunch of friendly archers did that "stab arrows into the ground for easy access" thing, then he has fictional access to enough ammunition to Volley, but can't spend points of ammo for the purposes of moves that care about that. If Shanksworth is fleeing down a cobblestone road it probably isn't too big an ask to find a rock big enough to sling without breaking stride. If Stringfellow has only a bow to stand against a beast swooping out of the night, well, pray to lady luck and search your pockets, bard. And hurry.







            share|improve this answer














            share|improve this answer



            share|improve this answer








            edited 1 hour ago

























            answered 2 hours ago









            Glazius

            9,23311451




            9,23311451











            • "When you drop to 0 total ammo, for story purposes you no longer have enough ammunition for a Volley." — could you backup this statement with a quote from the book or developer's commentary?
              – enkryptor
              2 hours ago










            • No, but I do have a quote about the purpose of tags.
              – Glazius
              1 hour ago






            • 2




              @enkryptor Are you asking while you read the rules, or have you read the whole book already? Asking for a cite that having zero ammo means you have zero arrows to shoot makes it really seem like there are some basic rules you’ve not yet read.
              – SevenSidedDie♦
              1 hour ago











            • @SevenSidedDie I've read the book, but I still think both answers are possible
              – enkryptor
              1 hour ago






            • 1




              To be fair, nowhere does the book say that you must have more than 0 ammo to attempt a Volley. However, I agree that this is implicit both in our understanding of English and in our knowledge of how games work. If it were otherwise, we might as well remove the concept of ammo from the game.
              – Dave Costa
              13 mins ago
















            • "When you drop to 0 total ammo, for story purposes you no longer have enough ammunition for a Volley." — could you backup this statement with a quote from the book or developer's commentary?
              – enkryptor
              2 hours ago










            • No, but I do have a quote about the purpose of tags.
              – Glazius
              1 hour ago






            • 2




              @enkryptor Are you asking while you read the rules, or have you read the whole book already? Asking for a cite that having zero ammo means you have zero arrows to shoot makes it really seem like there are some basic rules you’ve not yet read.
              – SevenSidedDie♦
              1 hour ago











            • @SevenSidedDie I've read the book, but I still think both answers are possible
              – enkryptor
              1 hour ago






            • 1




              To be fair, nowhere does the book say that you must have more than 0 ammo to attempt a Volley. However, I agree that this is implicit both in our understanding of English and in our knowledge of how games work. If it were otherwise, we might as well remove the concept of ammo from the game.
              – Dave Costa
              13 mins ago















            "When you drop to 0 total ammo, for story purposes you no longer have enough ammunition for a Volley." — could you backup this statement with a quote from the book or developer's commentary?
            – enkryptor
            2 hours ago




            "When you drop to 0 total ammo, for story purposes you no longer have enough ammunition for a Volley." — could you backup this statement with a quote from the book or developer's commentary?
            – enkryptor
            2 hours ago












            No, but I do have a quote about the purpose of tags.
            – Glazius
            1 hour ago




            No, but I do have a quote about the purpose of tags.
            – Glazius
            1 hour ago




            2




            2




            @enkryptor Are you asking while you read the rules, or have you read the whole book already? Asking for a cite that having zero ammo means you have zero arrows to shoot makes it really seem like there are some basic rules you’ve not yet read.
            – SevenSidedDie♦
            1 hour ago





            @enkryptor Are you asking while you read the rules, or have you read the whole book already? Asking for a cite that having zero ammo means you have zero arrows to shoot makes it really seem like there are some basic rules you’ve not yet read.
            – SevenSidedDie♦
            1 hour ago













            @SevenSidedDie I've read the book, but I still think both answers are possible
            – enkryptor
            1 hour ago




            @SevenSidedDie I've read the book, but I still think both answers are possible
            – enkryptor
            1 hour ago




            1




            1




            To be fair, nowhere does the book say that you must have more than 0 ammo to attempt a Volley. However, I agree that this is implicit both in our understanding of English and in our knowledge of how games work. If it were otherwise, we might as well remove the concept of ammo from the game.
            – Dave Costa
            13 mins ago




            To be fair, nowhere does the book say that you must have more than 0 ammo to attempt a Volley. However, I agree that this is implicit both in our understanding of English and in our knowledge of how games work. If it were otherwise, we might as well remove the concept of ammo from the game.
            – Dave Costa
            13 mins ago












            up vote
            3
            down vote













            Tags like “ammo” are an abstracted way to keep track something without having to keep explicit count. Your quiver having 3 ammo doesn't mean three individual arrows. Moves like Volley may make you decrement this abstract value as, in the fiction, you are skirting the threshold of running out of arrows in your attempt to make an effective attack because, mechanically, you rolled a 7-9 result.



            Having zero of something means you've run out. You've expended your reserve of arrows and can no longer, in the fiction, shoot them.






            share|improve this answer


























              up vote
              3
              down vote













              Tags like “ammo” are an abstracted way to keep track something without having to keep explicit count. Your quiver having 3 ammo doesn't mean three individual arrows. Moves like Volley may make you decrement this abstract value as, in the fiction, you are skirting the threshold of running out of arrows in your attempt to make an effective attack because, mechanically, you rolled a 7-9 result.



              Having zero of something means you've run out. You've expended your reserve of arrows and can no longer, in the fiction, shoot them.






              share|improve this answer
























                up vote
                3
                down vote










                up vote
                3
                down vote









                Tags like “ammo” are an abstracted way to keep track something without having to keep explicit count. Your quiver having 3 ammo doesn't mean three individual arrows. Moves like Volley may make you decrement this abstract value as, in the fiction, you are skirting the threshold of running out of arrows in your attempt to make an effective attack because, mechanically, you rolled a 7-9 result.



                Having zero of something means you've run out. You've expended your reserve of arrows and can no longer, in the fiction, shoot them.






                share|improve this answer














                Tags like “ammo” are an abstracted way to keep track something without having to keep explicit count. Your quiver having 3 ammo doesn't mean three individual arrows. Moves like Volley may make you decrement this abstract value as, in the fiction, you are skirting the threshold of running out of arrows in your attempt to make an effective attack because, mechanically, you rolled a 7-9 result.



                Having zero of something means you've run out. You've expended your reserve of arrows and can no longer, in the fiction, shoot them.







                share|improve this answer














                share|improve this answer



                share|improve this answer








                edited 1 hour ago

























                answered 1 hour ago









                okeefe

                33.7k171148




                33.7k171148




















                    up vote
                    2
                    down vote













                    The Ammo Tag is defined as follows:




                    n Ammo: It counts as ammunition for appropriate ranged weapons. The number indicated does not represent individual arrows or sling stones, but represents what you have left on hand.




                    When you check the last box, you're down to 0 ammo left on hand. When you run out of ammunition on hand, you no longer have anything to shoot from your bow. With nothing to shoot, you can no longer trigger the Volley move in the fiction.



                    Compare this with a similarly formatted Tag Uses:




                    n Uses: It can only be used n times.




                    When you're out of uses, just like when you're out of ammo, the fictional positional of the equipment has dried up and you must find more before attempting the Move again.






                    share|improve this answer




















                    • @enkryptor That seems like arguing, not asking for clarification. If you think you know the answer already, please post your answer instead of arguing with the answers.
                      – SevenSidedDie♦
                      1 hour ago










                    • @SevenSidedDie I don't know the answer. I'm just asking what is the source of the "0 ammo = 0 arrows" assumption, considering the fact the book says "N ammo doesn't mean N arrows".
                      – enkryptor
                      1 hour ago














                    up vote
                    2
                    down vote













                    The Ammo Tag is defined as follows:




                    n Ammo: It counts as ammunition for appropriate ranged weapons. The number indicated does not represent individual arrows or sling stones, but represents what you have left on hand.




                    When you check the last box, you're down to 0 ammo left on hand. When you run out of ammunition on hand, you no longer have anything to shoot from your bow. With nothing to shoot, you can no longer trigger the Volley move in the fiction.



                    Compare this with a similarly formatted Tag Uses:




                    n Uses: It can only be used n times.




                    When you're out of uses, just like when you're out of ammo, the fictional positional of the equipment has dried up and you must find more before attempting the Move again.






                    share|improve this answer




















                    • @enkryptor That seems like arguing, not asking for clarification. If you think you know the answer already, please post your answer instead of arguing with the answers.
                      – SevenSidedDie♦
                      1 hour ago










                    • @SevenSidedDie I don't know the answer. I'm just asking what is the source of the "0 ammo = 0 arrows" assumption, considering the fact the book says "N ammo doesn't mean N arrows".
                      – enkryptor
                      1 hour ago












                    up vote
                    2
                    down vote










                    up vote
                    2
                    down vote









                    The Ammo Tag is defined as follows:




                    n Ammo: It counts as ammunition for appropriate ranged weapons. The number indicated does not represent individual arrows or sling stones, but represents what you have left on hand.




                    When you check the last box, you're down to 0 ammo left on hand. When you run out of ammunition on hand, you no longer have anything to shoot from your bow. With nothing to shoot, you can no longer trigger the Volley move in the fiction.



                    Compare this with a similarly formatted Tag Uses:




                    n Uses: It can only be used n times.




                    When you're out of uses, just like when you're out of ammo, the fictional positional of the equipment has dried up and you must find more before attempting the Move again.






                    share|improve this answer












                    The Ammo Tag is defined as follows:




                    n Ammo: It counts as ammunition for appropriate ranged weapons. The number indicated does not represent individual arrows or sling stones, but represents what you have left on hand.




                    When you check the last box, you're down to 0 ammo left on hand. When you run out of ammunition on hand, you no longer have anything to shoot from your bow. With nothing to shoot, you can no longer trigger the Volley move in the fiction.



                    Compare this with a similarly formatted Tag Uses:




                    n Uses: It can only be used n times.




                    When you're out of uses, just like when you're out of ammo, the fictional positional of the equipment has dried up and you must find more before attempting the Move again.







                    share|improve this answer












                    share|improve this answer



                    share|improve this answer










                    answered 2 hours ago









                    Weaveworker89

                    2,09221425




                    2,09221425











                    • @enkryptor That seems like arguing, not asking for clarification. If you think you know the answer already, please post your answer instead of arguing with the answers.
                      – SevenSidedDie♦
                      1 hour ago










                    • @SevenSidedDie I don't know the answer. I'm just asking what is the source of the "0 ammo = 0 arrows" assumption, considering the fact the book says "N ammo doesn't mean N arrows".
                      – enkryptor
                      1 hour ago
















                    • @enkryptor That seems like arguing, not asking for clarification. If you think you know the answer already, please post your answer instead of arguing with the answers.
                      – SevenSidedDie♦
                      1 hour ago










                    • @SevenSidedDie I don't know the answer. I'm just asking what is the source of the "0 ammo = 0 arrows" assumption, considering the fact the book says "N ammo doesn't mean N arrows".
                      – enkryptor
                      1 hour ago















                    @enkryptor That seems like arguing, not asking for clarification. If you think you know the answer already, please post your answer instead of arguing with the answers.
                    – SevenSidedDie♦
                    1 hour ago




                    @enkryptor That seems like arguing, not asking for clarification. If you think you know the answer already, please post your answer instead of arguing with the answers.
                    – SevenSidedDie♦
                    1 hour ago












                    @SevenSidedDie I don't know the answer. I'm just asking what is the source of the "0 ammo = 0 arrows" assumption, considering the fact the book says "N ammo doesn't mean N arrows".
                    – enkryptor
                    1 hour ago




                    @SevenSidedDie I don't know the answer. I'm just asking what is the source of the "0 ammo = 0 arrows" assumption, considering the fact the book says "N ammo doesn't mean N arrows".
                    – enkryptor
                    1 hour ago










                    up vote
                    -1
                    down vote













                    The best answer that I can come up with for this is...



                    It Depends on What You're Playing



                    and



                    It Depends on Your GM/DM



                    And I don't mean that in that "oh you're playing DnD vs Pathfinder", no.



                    It depends on what KIND of game you're playing, and who you're playing it with. 99% of the time, ammunition in games won't be counted, not because you don't need it, but because it's distracting. High Fantasy Ranger is fun to play, but not if you're going to have to keep track of whether or not an arrow breaks after you fire it, or if it can be re-used on a roll, etc.



                    Most GMs/DMs assume you're keeping ammunition stocked every time you enter a town. (It's just assumed your party stopped by a general store and stocked up on whatever you were low on). Ammunition is effectively so cheap in most roleplaying games it's assumed you don't actually have to think about it as a purchase at all.



                    This is not a rule



                    Expect ammunition and food and water to be counted if you're playing some sort of survival game or campaign. An old friend of mine who told some truly epic stories used to not count anything, and then, whenever we'd arrive someplace without ready access to something, would ask us. "[Character Name], how much [whatever] do you usually carry on your person?" And we'd defend our number, but it was never actually counted until there was a reasonable assumption that you'd RUN OUT.



                    -



                    EDIT::Of course, this didn't answer your main question at all. I realized after I finished. The correct answer to your question is (RAW):



                    You can't mark off ammo on a 7-9



                    The reason for this is that you don't actually lose any ammo when you're just using your weapon, it's only on a bad roll, implying you're picking up your arrows after, and the breakage isn't enough to actually lower your ammo count by much. There's also this:




                    If you’re throwing something that doesn’t have ammo (maybe you’ve got a move that makes your shield throwable) you can’t choose to mark off ammo.




                    This sets a pretty clear precedent on the fact that there are places where you won't be able to choose that specific section.






                    share|improve this answer










                    New contributor




                    Warley is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                    Check out our Code of Conduct.













                    • 2




                      Please don't signal your edits in text. Instead, your post should look like it was that way all along at all times: you wouldn't out "edit:" in an essay or a Wikipedia article, same thing goes for answers here. Consider front-loading your actual answer as well.
                      – doppelgreener♦
                      2 hours ago






                    • 2




                      The game the question is about is a very specific game that has rules that enforce one style, on purpose (and that feature is the reason to play this particular game instead of another). It doesn’t have room for the kind of style variation this answer assumes. It’s important to be familiar with the game a question is about when answering.
                      – SevenSidedDie♦
                      1 hour ago















                    up vote
                    -1
                    down vote













                    The best answer that I can come up with for this is...



                    It Depends on What You're Playing



                    and



                    It Depends on Your GM/DM



                    And I don't mean that in that "oh you're playing DnD vs Pathfinder", no.



                    It depends on what KIND of game you're playing, and who you're playing it with. 99% of the time, ammunition in games won't be counted, not because you don't need it, but because it's distracting. High Fantasy Ranger is fun to play, but not if you're going to have to keep track of whether or not an arrow breaks after you fire it, or if it can be re-used on a roll, etc.



                    Most GMs/DMs assume you're keeping ammunition stocked every time you enter a town. (It's just assumed your party stopped by a general store and stocked up on whatever you were low on). Ammunition is effectively so cheap in most roleplaying games it's assumed you don't actually have to think about it as a purchase at all.



                    This is not a rule



                    Expect ammunition and food and water to be counted if you're playing some sort of survival game or campaign. An old friend of mine who told some truly epic stories used to not count anything, and then, whenever we'd arrive someplace without ready access to something, would ask us. "[Character Name], how much [whatever] do you usually carry on your person?" And we'd defend our number, but it was never actually counted until there was a reasonable assumption that you'd RUN OUT.



                    -



                    EDIT::Of course, this didn't answer your main question at all. I realized after I finished. The correct answer to your question is (RAW):



                    You can't mark off ammo on a 7-9



                    The reason for this is that you don't actually lose any ammo when you're just using your weapon, it's only on a bad roll, implying you're picking up your arrows after, and the breakage isn't enough to actually lower your ammo count by much. There's also this:




                    If you’re throwing something that doesn’t have ammo (maybe you’ve got a move that makes your shield throwable) you can’t choose to mark off ammo.




                    This sets a pretty clear precedent on the fact that there are places where you won't be able to choose that specific section.






                    share|improve this answer










                    New contributor




                    Warley is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                    Check out our Code of Conduct.













                    • 2




                      Please don't signal your edits in text. Instead, your post should look like it was that way all along at all times: you wouldn't out "edit:" in an essay or a Wikipedia article, same thing goes for answers here. Consider front-loading your actual answer as well.
                      – doppelgreener♦
                      2 hours ago






                    • 2




                      The game the question is about is a very specific game that has rules that enforce one style, on purpose (and that feature is the reason to play this particular game instead of another). It doesn’t have room for the kind of style variation this answer assumes. It’s important to be familiar with the game a question is about when answering.
                      – SevenSidedDie♦
                      1 hour ago













                    up vote
                    -1
                    down vote










                    up vote
                    -1
                    down vote









                    The best answer that I can come up with for this is...



                    It Depends on What You're Playing



                    and



                    It Depends on Your GM/DM



                    And I don't mean that in that "oh you're playing DnD vs Pathfinder", no.



                    It depends on what KIND of game you're playing, and who you're playing it with. 99% of the time, ammunition in games won't be counted, not because you don't need it, but because it's distracting. High Fantasy Ranger is fun to play, but not if you're going to have to keep track of whether or not an arrow breaks after you fire it, or if it can be re-used on a roll, etc.



                    Most GMs/DMs assume you're keeping ammunition stocked every time you enter a town. (It's just assumed your party stopped by a general store and stocked up on whatever you were low on). Ammunition is effectively so cheap in most roleplaying games it's assumed you don't actually have to think about it as a purchase at all.



                    This is not a rule



                    Expect ammunition and food and water to be counted if you're playing some sort of survival game or campaign. An old friend of mine who told some truly epic stories used to not count anything, and then, whenever we'd arrive someplace without ready access to something, would ask us. "[Character Name], how much [whatever] do you usually carry on your person?" And we'd defend our number, but it was never actually counted until there was a reasonable assumption that you'd RUN OUT.



                    -



                    EDIT::Of course, this didn't answer your main question at all. I realized after I finished. The correct answer to your question is (RAW):



                    You can't mark off ammo on a 7-9



                    The reason for this is that you don't actually lose any ammo when you're just using your weapon, it's only on a bad roll, implying you're picking up your arrows after, and the breakage isn't enough to actually lower your ammo count by much. There's also this:




                    If you’re throwing something that doesn’t have ammo (maybe you’ve got a move that makes your shield throwable) you can’t choose to mark off ammo.




                    This sets a pretty clear precedent on the fact that there are places where you won't be able to choose that specific section.






                    share|improve this answer










                    New contributor




                    Warley is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                    Check out our Code of Conduct.









                    The best answer that I can come up with for this is...



                    It Depends on What You're Playing



                    and



                    It Depends on Your GM/DM



                    And I don't mean that in that "oh you're playing DnD vs Pathfinder", no.



                    It depends on what KIND of game you're playing, and who you're playing it with. 99% of the time, ammunition in games won't be counted, not because you don't need it, but because it's distracting. High Fantasy Ranger is fun to play, but not if you're going to have to keep track of whether or not an arrow breaks after you fire it, or if it can be re-used on a roll, etc.



                    Most GMs/DMs assume you're keeping ammunition stocked every time you enter a town. (It's just assumed your party stopped by a general store and stocked up on whatever you were low on). Ammunition is effectively so cheap in most roleplaying games it's assumed you don't actually have to think about it as a purchase at all.



                    This is not a rule



                    Expect ammunition and food and water to be counted if you're playing some sort of survival game or campaign. An old friend of mine who told some truly epic stories used to not count anything, and then, whenever we'd arrive someplace without ready access to something, would ask us. "[Character Name], how much [whatever] do you usually carry on your person?" And we'd defend our number, but it was never actually counted until there was a reasonable assumption that you'd RUN OUT.



                    -



                    EDIT::Of course, this didn't answer your main question at all. I realized after I finished. The correct answer to your question is (RAW):



                    You can't mark off ammo on a 7-9



                    The reason for this is that you don't actually lose any ammo when you're just using your weapon, it's only on a bad roll, implying you're picking up your arrows after, and the breakage isn't enough to actually lower your ammo count by much. There's also this:




                    If you’re throwing something that doesn’t have ammo (maybe you’ve got a move that makes your shield throwable) you can’t choose to mark off ammo.




                    This sets a pretty clear precedent on the fact that there are places where you won't be able to choose that specific section.







                    share|improve this answer










                    New contributor




                    Warley is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                    Check out our Code of Conduct.









                    share|improve this answer



                    share|improve this answer








                    edited 2 hours ago





















                    New contributor




                    Warley is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                    Check out our Code of Conduct.









                    answered 2 hours ago









                    Warley

                    31626




                    31626




                    New contributor




                    Warley is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                    Check out our Code of Conduct.





                    New contributor





                    Warley is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                    Check out our Code of Conduct.






                    Warley is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                    Check out our Code of Conduct.







                    • 2




                      Please don't signal your edits in text. Instead, your post should look like it was that way all along at all times: you wouldn't out "edit:" in an essay or a Wikipedia article, same thing goes for answers here. Consider front-loading your actual answer as well.
                      – doppelgreener♦
                      2 hours ago






                    • 2




                      The game the question is about is a very specific game that has rules that enforce one style, on purpose (and that feature is the reason to play this particular game instead of another). It doesn’t have room for the kind of style variation this answer assumes. It’s important to be familiar with the game a question is about when answering.
                      – SevenSidedDie♦
                      1 hour ago













                    • 2




                      Please don't signal your edits in text. Instead, your post should look like it was that way all along at all times: you wouldn't out "edit:" in an essay or a Wikipedia article, same thing goes for answers here. Consider front-loading your actual answer as well.
                      – doppelgreener♦
                      2 hours ago






                    • 2




                      The game the question is about is a very specific game that has rules that enforce one style, on purpose (and that feature is the reason to play this particular game instead of another). It doesn’t have room for the kind of style variation this answer assumes. It’s important to be familiar with the game a question is about when answering.
                      – SevenSidedDie♦
                      1 hour ago








                    2




                    2




                    Please don't signal your edits in text. Instead, your post should look like it was that way all along at all times: you wouldn't out "edit:" in an essay or a Wikipedia article, same thing goes for answers here. Consider front-loading your actual answer as well.
                    – doppelgreener♦
                    2 hours ago




                    Please don't signal your edits in text. Instead, your post should look like it was that way all along at all times: you wouldn't out "edit:" in an essay or a Wikipedia article, same thing goes for answers here. Consider front-loading your actual answer as well.
                    – doppelgreener♦
                    2 hours ago




                    2




                    2




                    The game the question is about is a very specific game that has rules that enforce one style, on purpose (and that feature is the reason to play this particular game instead of another). It doesn’t have room for the kind of style variation this answer assumes. It’s important to be familiar with the game a question is about when answering.
                    – SevenSidedDie♦
                    1 hour ago





                    The game the question is about is a very specific game that has rules that enforce one style, on purpose (and that feature is the reason to play this particular game instead of another). It doesn’t have room for the kind of style variation this answer assumes. It’s important to be familiar with the game a question is about when answering.
                    – SevenSidedDie♦
                    1 hour ago


















                     

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