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If this were a hardcore immersive game or a super detailed historical sim type game I'd want that stuff (like if Kindom Come: Deliverance had unlimited arrows it would be an issue), but I'll pass on it here.
To be fair, OG BG as well as the other Infinity Engine games had arrow stacks and it wasn't as tedious as one might think, if you bought enough. While it would add some extra management and, I guess, "immersion" to the game itself, it wouldn't be that much of a dealbreaker.
Both are fine, really.
I can see why you would want it anyway... If you are in the immersion group i could see one ask yourself how hard is it to add classic arrows with no bonuses, we have others so why not...
BUt i have no clue why some people say counting normal arrows is tedious and counting "AOE" arrows is not and stacking those is fine for some reason. You would think people could make up their minds about it.
Not to mantion those "AoE" arrows clutter UI bar already for no good reason at all. The whole thing is in desperate need of reworkd, with a good radial menu - quiver system. Preferebly one with a visual models could even turn into a item slot and add effects to it. Givign us more loot options.
That way we could use dip arrows on fire and not burn the whole bow that's made from WOOD.
A bit of realistic atmosphere is always good in my book even in fantasy setting make the whole thing more cool.
If not you can end up with weapons that are twice the size off the users and other sililary cringe visuals.
BG 3 world building and items like armor and cloths are all give off realistic vibes or at least trying to and it makes for better game. So why not pull everything in and make it a more complete packing and fix one Ui problem with it.
The reason people don't complain about special arrows is because they're completely optional items that you can very easily ignore and still do just fine, so anyone who hates arrow management just doesn't use them.
The reason is that there's a rule in D&D that allows you to collect unspent arrows after a battle, and you can also collect any arrows that the enemy didn't fire, as well as any of their spent arrows that didn't break, in addition to whatever you're able to buy.
It turns out, that in 9 out of 10 cases, if you're counting the arrows retrieved, then an archer never runs out of arrows in most adventures. Therefore, most people decided that counting ammo in most situations is just pointless tedium, since it was unlikely they'd ever run out (if they were diligent and retrieved as many arrows as they could), so now it's just assumed that all archers do this immediately after a battle.
You might have special scenarios where this isn't possible and start counting ammo for that one scene, but generally no one does this in tabletop anymore.
In BG3, specifically, think about how many arrows the goblins have - and our archer heroes could easily replenish their stores every single time. This might not be the case later on, in every single area and Act, but as a rule of thumb, it makes sense at the beginning so it's probably just going to be a game wide mechanic.
I see no issue with that.
No one likes keeping track of useless things. So how is keeping track of food any different particularly when you could hunt?
I think that they could have achieved the same result by creating designated "camping areas" that restricted where you can long rest. This would have the result that you have the choice of either pushing farther ahead until you reach the next camp (and risk even more encounters before getting a rest), or backtracking until you reach the previous camp.
Admittedly, this would work best without fast travel, or if you made each fast travel point (of which there are too many in the game) also a camp area.