Is there a way to have the system add the +1 damage from an arrow or bolt to the damage roll? As of right now, only our modifiers are being added, not the +1 from the ammo...
When you use a range weapon, it would be easy coding to pull one arrow/bolt from inventory. And when you are out of ammunition the range weapon would be grayed out/unusable.
So if you had the +* ammunition equipted in inventory and standard ammunition unequited, the range weapon will use the +* ammunition.
How does this app calculate all these other equations with buffs features but it can't do a simple 'if this then that'?
It would be considerably more complicated than that.
Say a PC carries a Longbow for the range and a Heavy Crossbow for the damage die, and a Hand Crossbow to take advantage of the extra bonus attack from the feat. Then say they have crossbow bolts, arrows, two +1 Arrows, a +1 Crossbow Bolt, a +2 Arrow, two Walloping Arrows, and a Walloping Crossbow Bolt all in inventory.
If you go to fire the Longbow it would require a dropdown so you could select between firing a regular arrow, one of your two +1 Arrows, the +2 Arrow, or the Walloping Arrow. Then they would have to add a “fire” button next to the attack so it could automatically deduct the appropriate arrow from your inventory because once you use a +1 Arrow that’s it, it’s gone forever. Then it would have to automatically reset the dropdown to the default standard arrow again (presuming you have any of course) so you could be ready to go for your next attack.
That’s a lot of programming.
And since we cannot create homebrew arrows, many of us use custom equipment created directly on the character sheet to represent ammo. So it would have to give us those options as well, but it would have no way of knowing which custom equipment is ammo, and which ones were not.
The solution is to add a slot on ranged weapons to assign ammo from your inventory. There is an ammunition flag on items. So when a ranged weapon is equipped with +1 ammo, it will add that bonus while the inventory persists.
You could then have a shoot button on the weapon next to the dice rollers (or an alert that notifies you rolling will reduce your inventory).
D&D beyond, if you want help programming this, reach out.
Is there a way to have the system add the +1 damage from an arrow or bolt to the damage roll? As of right now, only our modifiers are being added, not the +1 from the ammo...
Bump
The character sheet has no way of knowing what kind of ammunition we use when we attack with a weapon that uses ammunition. A longbow could fire a regular arrow, a +1 arrow, an Unbreakable Arrow, an arrow of slaying, a walloping arrow.... How is it to know?
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When you use a range weapon, it would be easy coding to pull one arrow/bolt from inventory. And when you are out of ammunition the range weapon would be grayed out/unusable.
So if you had the +* ammunition equipted in inventory and standard ammunition unequited, the range weapon will use the +* ammunition.
How does this app calculate all these other equations with buffs features but it can't do a simple 'if this then that'?
It would be considerably more complicated than that.
Say a PC carries a Longbow for the range and a Heavy Crossbow for the damage die, and a Hand Crossbow to take advantage of the extra bonus attack from the feat. Then say they have crossbow bolts, arrows, two +1 Arrows, a +1 Crossbow Bolt, a +2 Arrow, two Walloping Arrows, and a Walloping Crossbow Bolt all in inventory.
If you go to fire the Longbow it would require a dropdown so you could select between firing a regular arrow, one of your two +1 Arrows, the +2 Arrow, or the Walloping Arrow. Then they would have to add a “fire” button next to the attack so it could automatically deduct the appropriate arrow from your inventory because once you use a +1 Arrow that’s it, it’s gone forever. Then it would have to automatically reset the dropdown to the default standard arrow again (presuming you have any of course) so you could be ready to go for your next attack.
That’s a lot of programming.
And since we cannot create homebrew arrows, many of us use custom equipment created directly on the character sheet to represent ammo. So it would have to give us those options as well, but it would have no way of knowing which custom equipment is ammo, and which ones were not.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Gotcha. Thanks for the explanation.
The solution is to add a slot on ranged weapons to assign ammo from your inventory. There is an ammunition flag on items. So when a ranged weapon is equipped with +1 ammo, it will add that bonus while the inventory persists.
You could then have a shoot button on the weapon next to the dice rollers (or an alert that notifies you rolling will reduce your inventory).
D&D beyond, if you want help programming this, reach out.