Homebrew ammunition is broken. If you try to create new ammunition such as arrows or bolts using the arrows/bolts +1 template (or +2 or +3) the form errors out because Base Weapon is not set. However there is no ammunition base weapon type. It seems that magical ammunition is a special case of being a damage/weapon item that has no base weapon on the backend for the +1/+2/+3 default items, but the form won't let you create custom ammunition without something set. I've found forums posts pointing this out going back almost two years, but the bug remains. I want to create some homebrew arrows for a party member that are 'masterwork' in that they grant +1 to attacks but not damage. I was going to copy the +1 arrows, rename it, and change the mods up, but I seem unable to create such a thing. :(
Hmm, I see that if you add the default +X ammunition and wield them it actually does absolutely nothing for you. An equipped weapon that uses arrows/bolts does not increase its to-hit/damage shown under actions -> attacks.
How are people handling this? Customizing your ranged weapon and manually adding a to-hit bonus / damage bonus reflecting the magical ammunition you have? I guess if you are doing that, and have multiple types of arrows, you're having to add multiple weapons (bows, crossbows) and customize them each differently for different ammo? So that the attacks show up, but in equipment it looks like you're lugging around 3 bows. What a kludgey mess that is.
The ammunition item type is kind of incomplete I think. We have never been able to homebrew it, and it does not have any modifiers that apply to character sheets.
Magic ammo are basically just bonus effects you will have to keep track of when you use them.
Magic ammo are basically just bonus effects you will have to keep track of when you use them.
Yeah if only we had a web app to help us out...
They are optional/secondary bonuses and usually don't do anything other than an effect that can only be represented by reading the item.
But on that note, I am hoping that a future update will have them list under ranged weapons along with modified hit/damage. But right now they don't have a system for that.
Magic ammo are basically just bonus effects you will have to keep track of when you use them.
Yeah if only we had a web app to help us out...
They are optional/secondary bonuses and usually don't do anything other than an effect that can only be represented by reading the item.
But on that note, I am hoping that a future update will have them list under ranged weapons along with modified hit/damage. But right now they don't have a system for that.
IMHO they are only optional/secondary bonuses insofar as any other magical weapon of +1/2/3 is. I know it's different in that they can live on top of a non-magical or magical weapon as well, but I feel like saying it's an optional/secondary is the same thing as saying any other magical item is. But yeah I get what you're saying and how on the backend it would be separate logic.
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Homebrew ammunition is broken. If you try to create new ammunition such as arrows or bolts using the arrows/bolts +1 template (or +2 or +3) the form errors out because Base Weapon is not set. However there is no ammunition base weapon type. It seems that magical ammunition is a special case of being a damage/weapon item that has no base weapon on the backend for the +1/+2/+3 default items, but the form won't let you create custom ammunition without something set. I've found forums posts pointing this out going back almost two years, but the bug remains. I want to create some homebrew arrows for a party member that are 'masterwork' in that they grant +1 to attacks but not damage. I was going to copy the +1 arrows, rename it, and change the mods up, but I seem unable to create such a thing. :(
Hmm, I see that if you add the default +X ammunition and wield them it actually does absolutely nothing for you. An equipped weapon that uses arrows/bolts does not increase its to-hit/damage shown under actions -> attacks.
How are people handling this? Customizing your ranged weapon and manually adding a to-hit bonus / damage bonus reflecting the magical ammunition you have? I guess if you are doing that, and have multiple types of arrows, you're having to add multiple weapons (bows, crossbows) and customize them each differently for different ammo? So that the attacks show up, but in equipment it looks like you're lugging around 3 bows. What a kludgey mess that is.
The ammunition item type is kind of incomplete I think. We have never been able to homebrew it, and it does not have any modifiers that apply to character sheets.
Magic ammo are basically just bonus effects you will have to keep track of when you use them.
Yeah if only we had a web app to help us out...
They are optional/secondary bonuses and usually don't do anything other than an effect that can only be represented by reading the item.
But on that note, I am hoping that a future update will have them list under ranged weapons along with modified hit/damage. But right now they don't have a system for that.
IMHO they are only optional/secondary bonuses insofar as any other magical weapon of +1/2/3 is. I know it's different in that they can live on top of a non-magical or magical weapon as well, but I feel like saying it's an optional/secondary is the same thing as saying any other magical item is. But yeah I get what you're saying and how on the backend it would be separate logic.