Optional rules

These additional rules can add extra enjoyment to the game, but don't fit with everyone's play style. It should be established before starting a campaign which of these rules are in effect.

Depletable ammo
For the sake of convenience, the base game treats ammunition as infinite. For a more realistic experience and a greater resource management aspect, depletable ammo can be used instead. The rules are as follows:

A character using a projectile weapon has a quiver containing up to 30 projectiles. Extra projectiles can be stored in your backpack, where they take an action to retrieve. Throughout a battle, keep track of how many projectiles you've fired. Afterwards, if you spend some time searching the battlefield, you regain 75% of the fired projectiles; the other 25% is destroyed.

Throwing weapons follow different rules. You can only carry six within easy reach (e.g. on your belt), but they never break upon normal use.

Improvised ammo
Regular ammo is made of metal, e.g. iron-tipped arrows. These can be bought in cities for 1 sp a piece. If you run out but can't access a merchant, you can create primitive ammo yourself as part of a rest, such as stone-tipped arrows. This primitive ammo causes a -1 to attack and damage when used.

Flanking
If you're flanking an enemy, your melee attacks against them deal additional damage equal to half your intelligence. You're flanking if you attack from the direction opposite to the direction the target last moved or attacked. This is heavily subject to DM discretion, which is why it's an optional rule.