When creating crossbow bolts based on the existing +1, +2 and +3 items in the magic item creator, you cannot save without selecting a weapon type and ammunition and crossbow bolts aren't on the list.
Yeah, this is a known issue, and there’s no word on when it will be addressed. The problem is that they don’t treat ammunition like weapons. Damage for ammo is actually determined by the type of weapon, not the ammo—most of the time, that is. So a longbow and a short bow do different damage, but arrows are considered to work with both. Same with various types of crossbows. So mechanically they don’t treat ammo like a weapon. Magical ammo, of course, adds damage of effects that are ammo specific. I’m not sure how they got around it for the official magical ammo. But then I also haven’t checked to see if magical ammo modifies attack info on the sheet, either.
I figured it was something like that. I guess my main surprise was that it let me base an item on a bolt + 1, and then I couldn't save it because of the defaults. I presume when they made it they did so directly into the database so had none of the form validation running.
I got around it by making the base weapon itself with charges equal to the amount of ammo the character has. Bit of a hack but it'll do for now.
Me again :O
When creating crossbow bolts based on the existing +1, +2 and +3 items in the magic item creator, you cannot save without selecting a weapon type and ammunition and crossbow bolts aren't on the list.
Yeah, this is a known issue, and there’s no word on when it will be addressed. The problem is that they don’t treat ammunition like weapons. Damage for ammo is actually determined by the type of weapon, not the ammo—most of the time, that is. So a longbow and a short bow do different damage, but arrows are considered to work with both. Same with various types of crossbows. So mechanically they don’t treat ammo like a weapon. Magical ammo, of course, adds damage of effects that are ammo specific. I’m not sure how they got around it for the official magical ammo. But then I also haven’t checked to see if magical ammo modifies attack info on the sheet, either.
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I figured it was something like that. I guess my main surprise was that it let me base an item on a bolt + 1, and then I couldn't save it because of the defaults. I presume when they made it they did so directly into the database so had none of the form validation running.
I got around it by making the base weapon itself with charges equal to the amount of ammo the character has. Bit of a hack but it'll do for now.
They may (I hope) add an ammo management system at the same time they add containers.
Still an issue for me.