I got some +1 Arrows in my last session, I added them to my inventory, checked the 'active' box for them, and unchecked the box for my normal arrows but my bow's to-hit and damage numbers did not change. I could just make the bow a +1, which should work the same, but is this a known issue?
I got some +1 Arrows in my last session, I added them to my inventory, checked the 'active' box for them, and unchecked the box for my normal arrows but my bow's to-hit and damage numbers did not change. I could just make the bow a +1, which should work the same, but is this a known issue?
Yeah, temporary effects like when to apply that bonus and when not to are not currently supported on the character sheet, but they’re working on it.
Alternatively, you can create custom actions to replicate the attack/damage rolls to factor the special ammo. This will save re-editing the attack everytime you do/don't want to use the special ammo.
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Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
Magic ammo is something DDB never really figured out.
I'm hoping the container update will make them able to equip different ammo to the weapon and have it show on the action section with new modifiers applied. It would also make it easier to track ammo use.
Is there any update on if this Bug with the +1 Arrows or +1 Bolts not being reflected in the Actions Hit/DC and Damage area? It still looks like the magic bonus for Arrows or Bolts is not being applied.
It's not a bug, it's by design. Because +X ammunition is a consumable that is applied to a single effect, the modifier is intentionally not added to your attacks lest it cause confusion.
"Its by design"...if I had a buck for every time I have heard that. How can equipping with +1 arrows or bolts and actually seeing the bonus show up cause confusion? It actually sounds like the DnD Beyond programmers could not figure out an elegant solution to this issue, so its by design that the user needs to manually keep track of the +1 ammunition bonus. How about this....add the damn bonus in and let us unequip the ammunition when it runs out. Sorry man, just sounds like a bit of a copout to me, and I've worked in the Software industry for 30 years.
"Its by design"...if I had a buck for every time I have heard that. How can equipping with +1 arrows or bolts and actually seeing the bonus show up cause confusion?
You equip the consumable and then forget that you've equipped it and end up playing the game with +1 to attacks that shouldn't have it because that +1 should only apply to as many attacks as you decided to use arrows for.
Consumable and temporary effects are not applied to the character sheet because they're time dependent and the character sheet has no turn/round tracking built in.
"Its by design"...if I had a buck for every time I have heard that. How can equipping with +1 arrows or bolts and actually seeing the bonus show up cause confusion?
You equip the consumable and then forget that you've equipped it and end up playing the game with +1 to attacks that shouldn't have it because that +1 should only apply to as many attacks as you decided to use arrows for.
Consumable and temporary effects are not applied to the character sheet because they're time dependent and the character sheet has no turn/round tracking built in.
What about something where it took away 1 equipped arrow every time you tapped the to-hit roll button? It could even be set as an optional setting that could be toggled! More versatility and a fair compromise, what do you think Davyd?
Nice suggestion DragonRiderHN. I mean, players have to keep track of lots of things on their player sheets....superiority dice, hit dice for short rests, etc. So instead of giving us the option to forget, we get no option and have to remember. Nah, I'm not buying that there is not a better way to do this 'by design".
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I got some +1 Arrows in my last session, I added them to my inventory, checked the 'active' box for them, and unchecked the box for my normal arrows but my bow's to-hit and damage numbers did not change. I could just make the bow a +1, which should work the same, but is this a known issue?
Yeah, temporary effects like when to apply that bonus and when not to are not currently supported on the character sheet, but they’re working on it.
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You can customise the attack on the sheet.
Alternatively, you can create custom actions to replicate the attack/damage rolls to factor the special ammo. This will save re-editing the attack everytime you do/don't want to use the special ammo.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Magic ammo is something DDB never really figured out.
I'm hoping the container update will make them able to equip different ammo to the weapon and have it show on the action section with new modifiers applied. It would also make it easier to track ammo use.
Is there any update on if this Bug with the +1 Arrows or +1 Bolts not being reflected in the Actions Hit/DC and Damage area? It still looks like the magic bonus for Arrows or Bolts is not being applied.
It's not a bug, it's by design. Because +X ammunition is a consumable that is applied to a single effect, the modifier is intentionally not added to your attacks lest it cause confusion.
Find my D&D Beyond articles here
"Its by design"...if I had a buck for every time I have heard that. How can equipping with +1 arrows or bolts and actually seeing the bonus show up cause confusion? It actually sounds like the DnD Beyond programmers could not figure out an elegant solution to this issue, so its by design that the user needs to manually keep track of the +1 ammunition bonus. How about this....add the damn bonus in and let us unequip the ammunition when it runs out. Sorry man, just sounds like a bit of a copout to me, and I've worked in the Software industry for 30 years.
You equip the consumable and then forget that you've equipped it and end up playing the game with +1 to attacks that shouldn't have it because that +1 should only apply to as many attacks as you decided to use arrows for.
Consumable and temporary effects are not applied to the character sheet because they're time dependent and the character sheet has no turn/round tracking built in.
Find my D&D Beyond articles here
What about something where it took away 1 equipped arrow every time you tapped the to-hit roll button? It could even be set as an optional setting that could be toggled! More versatility and a fair compromise, what do you think Davyd?
Nice suggestion DragonRiderHN. I mean, players have to keep track of lots of things on their player sheets....superiority dice, hit dice for short rests, etc. So instead of giving us the option to forget, we get no option and have to remember. Nah, I'm not buying that there is not a better way to do this 'by design".