Hurkyl wrote:- Make the mulch chance depend on your weapon skill.
- Add a "preservation" brand to ammo that eliminates mulching and becomes relatively common once you get deeper into the dungeon. Or tweak the existing brands to eliminate mulching (or make steel more common, possibly eliminating its mulch chance).
Both of these proposals mean you mulch less once you are pretty deep into the game. However, once you are deeper into the dungeon, running out of ammo is not a concern anyway, except some times for sling bullets. (Which is why you use stones for weak stuff, and stones are most ubiquitous of all anyway so not a problem, this helps differentiate slings because they have a near-limitless source of a weak ammunition and more limited number of stronger ammunition.)
So preservation or skill reducing the mulch rate address this problem precisely at the point when it stops being a problem naturally thanks to yaktaurs and centaurs out the wazoo.
And even then these suggestions don't address the real *problem*, anyway: namely the minor but unnecessary tedium (however minor, it is still unnecessary and tedious) sometimes involved in ranged combat. Rather they address the non-issue of running out of ammo. (To clarify: non-issue from a *design* standpoint. Ranged combat is very very strong and having the potential to run out of ammo be a liability differentiates it from other things and also balances, this is completely reasonable, even if, sure, the power-gamer in all of us wants unlimited ammo hacks and steel ammo strewn copiously about the dungeon floor.)
Daggtex wrote:What would be the problem in going the opposite way, eliminating mulching and instead reducing ammo spawns?
How would this square with ranged enemies you fight? You get effectively infinite ammo when you kill your first centaur? Or even with the RNG: A few arrows happen to spawn early on and you have, in effect, unlimited ammo. More importantly, how would it improve game play if you only have three shots at that adder or ant or early gnoll pack that corners you? You don't get more interesting decisions this way. Assuming you have no means of escape, you just shoot all three arrows. Then your character dies because you only brought your 3 indestructible arrows rather than 40 destructable ones that break one in eight times they are used. Aside from being a huge ridiculous nerf to hunters in early game (which matters most for background-choosing purposes), this proposal actually removes interesting tactical decisions, because indestructible ammo means there is no pressure to conserve, you just use whatever you have (however small in number) and hope for the best.
Ranged combat is already very different from magic, it isn't the retrieval aspect that meaningfully differentiates it currently, retrieval just makes ranged combat more finicky and annoying than it needs to be.
Appealing to realism is a bad argument, but it especially doesn't make sense here: Hunters carrying 2 or 3 indestructable arrows makes significantly less sense than carrying a reasonable number of arrows that are unusable after X number of shots, which is usually the case with arrows actually used for hunt rather than sport (particularly, I imagine, if you shot them full strength into plate mail and the like). Always mulch is a lot more realistic than 1/8 chance mulch, even, to be honest. More important than any of this, though, I think my proposal would mean better game play, which trumps realism.
As njvack said, the 1/8 mulching rate is a carry-over from the days of ammo enchantment and probably doesn't make much sense to keep. Let's just fully rationalize the way ammo is managed, taking one or two more steps down the road already laid out, rather than introduce crazy zigs and zags all of the sudden that don't actually address the lingering problems with ranged combat.