Specialty Arrows

Post/Author/DateTimePost
#1

Thorgeir

Jan 01, 2015 11:07:14

Does anyone have RAW or house-rules on specialty arrows?

 

I know in 3.5 the average cost was 40 gold for a +1 arrow.

 

What is the base cost for a +1 arrow ,and how would you add $ for specialty arrows such as Holy Water arrow, Sleep Arrow,etc.? Say these speiclaty arrows would be "uncommon" in my opinion.

 

If its in the DMG could you reference the page numbers for figuring the costs.

 

Thanks!

#2

transcendantviewer

Jan 01, 2015 12:14:17

Check out the old Races of The Wild book from 3.5. It had a number of specialty arrows that you might want to consider. Since they're barely better than Mundane arrows, their price shouldn't need adjusting

(Reply to #2)

Thorgeir

transcendantviewer wrote:
(Reply to #3)

EzechielDantan

Thorgeir wrote:
#5

OoftaMeg

Jan 01, 2015 14:33:35

While I understand that they were trying to get away from the "magic mart" concept that had crept into D&D, I do wish the DMG had more precise pricing.  Guess you can't have everything.

 

Consumable items are 1/2 the cost of a permanent item.  So if you price +1 arrows at the bottom of the range, they're 50 GP each, or 25 GP to craft.

#6

Thorgeir

Jan 01, 2015 14:43:42

Agree on a more "set" pricing guide...I think the base price of 50gp for a standard +1 is still reasonable. Wish WOTC would've covered arrows & bolts a little more in depth.

 

And think if they have some special properties (holy water capsule, smoke, acid, etc) price should be raised on the "availability" of the needed components etc.

 

Using the guide referenced on page 129 I feel is pretty unreasonable for a "standard" +1arrow costing 500gp.

(Reply to #6)

EzechielDantan

Thorgeir wrote:
#8

BRJN

Jan 03, 2015 15:06:41

Arrow of Unerring Aim

Mk 1) Don't bother rolling the d20; you hit.  Use the rules for Magic Missile except you do Piercing damage instead of Force damage.

Mk 2) If you succeed on an attack roll (like normal), you automatically do max damage to your target.

Mk 3) After the battle, you pick up 100% of your expended ammunition, not 50% like normal.  The arrows actually end up about where you aimed them to go.

These abilities cannot be combined into one arrow.

 

These arrows are found in partially-full quivers with 1d6 or 2d4 arrows each.  Collecting more than that into one place is an in-game-only activity.

 

(responding to "not just another +1 Arrow")

#9

BRJN

Jan 03, 2015 15:53:00

For a Basic D&D game, heading into a dungeon known to be full of skeletons, I allowed the archer to change out all his sharp arrowheads with big stones, but cut the range to 50".  (Didn't really matter because the rooms were all smaller than that - the party did not know this beforehand.)  He didn't feel useless from doing 1d4 / 2 per attack; the rocks did full damage.  He had heard from somewhere that skeletons took half-damage from piercing; it wasn't in the Basic rules but I let him roll with it when he also proposed a solution.

#10

pukunui

Jan 03, 2015 16:36:20

My DM let my last character have some holy water arrows. I forget what the cost was, though. Sorry.

 

BRJN wrote:
(Reply to #5)

Coredump00

OoftaMeg wrote:
#12

El_Condoro

Jan 03, 2015 16:51:54

Since elsewhere it has been stated that a magical bow confers it magic on to the ammunition, and since the magic of the arrow is expended on a hit, it would seem a bit silly to make magical arrows, especially for 500 gp each, or even for a whole quiver. Create a magical +1 bow for 500 gp or whatever and shoot those mundane come magical arrows to your heart's content. More specialised arrows that have a function other than the standard bonuses would be a different story, of course.

#13

Coredump00

Jan 03, 2015 17:27:20

Hmmm.... another idea is to have the consumable 'formula' be the same rarity.  So you need a Rare formula to make an Uncommon (+1) bow; but you only need an uncommon formula to make uncommon arrows.

 

Still don't think they are worth 250gp each.... but its a step.

(Reply to #13)

EzechielDantan

Coredump00 wrote:
(Reply to #11)

OoftaMeg

Coredump00 wrote:
#16

Thorgeir

Jan 04, 2015 6:27:01

Thanks everyone for the input.

#17

DM_HEEGZ

Jan 04, 2015 7:35:26

Recall that PCs can pay 100gp to silver one weapon or ten pieces of ammunition. You could have the magic item creation rules for an arrow apply to a quiver of ten arrows. This brings it down to making ten +1 arrows for 250gp, or buying ten +1 arrows for 500gp. This can of course be limited by the DM as far as availability is concerned. I'd be much more likely to place a quiver of magic arrows in a hoard or something. If you do use a merchant NPC to sell magic, I always try to double/triple the price and let the PCs/players haggle and such. 

(Reply to #15)

Coredump00

OoftaMeg wrote:
(Reply to #18)

OoftaMeg

Coredump00 wrote:
(Reply to #19)

Coredump00

OoftaMeg wrote:
(Reply to #10)

BRJN

pukunui wrote:
#22

pukunui

Jan 05, 2015 18:25:23

BRJN wrote:
#23

Oraibi

Jan 08, 2015 17:48:10
But what about boxing glove arrows?
(Reply to #23)

transcendantviewer

Oraibi wrote:
#25

BRJN

Jan 09, 2015 17:45:59

pukunui wrote:
#26

pukunui

Jan 09, 2015 18:11:56

BRJN wrote:
#27

guachi

Jan 09, 2015 18:40:19

The BECM part basically was. The I part was left out.

(Reply to #27)

AaronOfBarbaria

guachi wrote:
#29

transcendantviewer

Jan 11, 2015 5:13:09

I've been reviewing this post and, especially after playing in the HotDQ I will say that a character being able to afford even 4 +1 arrows (If they were to cost only 50 gp a piece) would break some powerful encounters. That extra attack + damage matters. And with the rate at which gold is just spat out at the players, every archer would be spending all of their money on just a half-dozen of these things. Making them 500 gp a piece evens out that trade. Perhaps reducing them to 200 would be better suited to an adventure, but it works to strongly contain magic and prevent characters from overcoming challenges too easily. I loved the old 3.5 days, when my fighter could afford a Variable Buckler and a pair of Hideaway Swords and a suit of Adamantine Full Plate, but magic items simply became incorporated into the characters, and it took away from the actual character. You became a collection of items on legs by the time the higher levels rolled around. 5e is getting away from that. Yes, everybody wants the awesome magic sword/bow/shield/armor, but the system can't handle that stress, from what I've seen.

#30

Archon007

Jan 11, 2015 14:20:00

DnD 5e is a low magic setting by default compared to over editions especially 4e. It's your world, but my thinking is what spell caster is going to waste time and rare resources on magic arrows. They defiantly wouldn't be store bought, they would have to be special order from a NPC crafter or granted by a Lord, etc.