Say I have a character that has got a +2 Musket and +1 Musket Bullets. When he fires out of it, does the two combine to become +3, or do we just use the higher one of the two (thus only becoming +2)?
They stack. Which cheeses off a lot of melee diehards, since melee diehards don't get any way to add extra pluses to their swings. 'Course, the magic ammo is all single-use-period, once a magic arrow/bullet hits it loses its magic (and in the case of firearm rounds simply firing the ammo makes it nonammo and unrecoverable), but there's still no parity there. One option is homebrewing magic greases a'la Elden Ring that add effects to melee weapons similar to magic ammo, but that's homebrew and thus not applicable for most tables.
They stack. Which cheeses off a lot of melee diehards, since melee diehards don't get any way to add extra pluses to their swings. 'Course, the magic ammo is all single-use-period, once a magic arrow/bullet hits it loses its magic (and in the case of firearm rounds simply firing the ammo makes it nonammo and unrecoverable), but there's still no parity there. One option is homebrewing magic greases a'la Elden Ring that add effects to melee weapons similar to magic ammo, but that's homebrew and thus not applicable for most tables.
They stack. Which cheeses off a lot of melee diehards, since melee diehards don't get any way to add extra pluses to their swings. 'Course, the magic ammo is all single-use-period, once a magic arrow/bullet hits it loses its magic (and in the case of firearm rounds simply firing the ammo makes it nonammo and unrecoverable), but there's still no parity there. One option is homebrewing magic greases a'la Elden Ring that add effects to melee weapons similar to magic ammo, but that's homebrew and thus not applicable for most tables.
i always thought the normal ammunition fired from a magical weapon loses it's magic after the attack, sure. but ammunition itself that is magical stay magical and may be retrievable like non-magical ammo is. so a +1 arrow is always a +1 arrow. or have i misread something, which is possible.
They stack. Which cheeses off a lot of melee diehards, since melee diehards don't get any way to add extra pluses to their swings. 'Course, the magic ammo is all single-use-period, once a magic arrow/bullet hits it loses its magic (and in the case of firearm rounds simply firing the ammo makes it nonammo and unrecoverable), but there's still no parity there. One option is homebrewing magic greases a'la Elden Ring that add effects to melee weapons similar to magic ammo, but that's homebrew and thus not applicable for most tables.
Those diehards of course conveniently forget about how melee gets far more Fighting Style support than ranged does, and more high-end magic weapons.
They stack. Which cheeses off a lot of melee diehards, since melee diehards don't get any way to add extra pluses to their swings. 'Course, the magic ammo is all single-use-period, once a magic arrow/bullet hits it loses its magic (and in the case of firearm rounds simply firing the ammo makes it nonammo and unrecoverable), but there's still no parity there. One option is homebrewing magic greases a'la Elden Ring that add effects to melee weapons similar to magic ammo, but that's homebrew and thus not applicable for most tables.
i always thought the normal ammunition fired from a magical weapon loses it's magic after the attack, sure. but ammunition itself that is magical stay magical and may be retrievable like non-magical ammo is. so a +1 arrow is always a +1 arrow. or have i misread something, which is possible.
> You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
from +1 Ammunition.
Arrows of Slaying have the same wording too.
Rollback Post to RevisionRollBack
Formerly Devan Avalon.
Trying to get your physical content on Beyond is like going to Microsoft and saying "I have a physical Playstation disk, give me a digital Xbox version!"
They stack. Which cheeses off a lot of melee diehards, since melee diehards don't get any way to add extra pluses to their swings. 'Course, the magic ammo is all single-use-period, once a magic arrow/bullet hits it loses its magic (and in the case of firearm rounds simply firing the ammo makes it nonammo and unrecoverable), but there's still no parity there. One option is homebrewing magic greases a'la Elden Ring that add effects to melee weapons similar to magic ammo, but that's homebrew and thus not applicable for most tables.
i always thought the normal ammunition fired from a magical weapon loses it's magic after the attack, sure. but ammunition itself that is magical stay magical and may be retrievable like non-magical ammo is. so a +1 arrow is always a +1 arrow. or have i misread something, which is possible.
> You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
from +1 Ammunition.
Arrows of Slaying have the same wording too.
ooohhhhhhhh.... well...i can at least say i learned something today
Those diehards of course conveniently forget about how melee gets far more Fighting Style support than ranged does, and more high-end magic weapons.
Fighting Styles are a bit of a wash since Archery is by far the most powerful Fighting Style option, but the magic weapon thing is very real. Most archers are gonna be lucky if they ever see anything other than a +1 bow, heh.
Those diehards of course conveniently forget about how melee gets far more Fighting Style support than ranged does, and more high-end magic weapons.
Fighting Styles are a bit of a wash since Archery is by far the most powerful Fighting Style option, but the magic weapon thing is very real. Most archers are gonna be lucky if they ever see anything other than a +1 bow, heh.
I think they errata’d Archery recently, it only affects to hit last time I checked, but I think I recall it affecting damage too at one point.
Those diehards of course conveniently forget about how melee gets far more Fighting Style support than ranged does, and more high-end magic weapons.
Fighting Styles are a bit of a wash since Archery is by far the most powerful Fighting Style option, but the magic weapon thing is very real. Most archers are gonna be lucky if they ever see anything other than a +1 bow, heh.
I think they errata’d Archery recently, it only affects to hit last time I checked, but I think I recall it affecting damage too at one point.
That's how it is in my PHB, from the tenth printing in 2018. It's been a while at least.
Can't say it's massively overpowered compared to all the others. TWF and Interception are pretty powerful as well.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
I think they errata’d Archery recently, it only affects to hit last time I checked, but I think I recall it affecting damage too at one point.
It's never affected damage so far as I can tell. Doesn't matter. A flat +2 to hit is a dramatically more potent boost than any other fighting style and makes archers significantly more accurate than any equivalent melee character at any level - which means archers do more damage than said melee characters because turning a whiff into a whammy is a pretty significant boost to DPR. I'd rather have Archery than any other fighting style boost currently available in 5e, and so far as I'm currently aware the numbers back me up on that too. Missing is no fun, and with Archery you do a whole lot less of it.
Archery is fine until you introduce feats. Sharpshooter makes it stupid, and then Crossbow Expert makes it even stupider.
Frankly, the damage you get out of this combo isn't the problem. It's just the fact that it's so far above other comparable options. If every weapon user was putting out SS+CE numbers, it would be fine.
Anyway yeah, the thread's been answered.
I don't like magic ammunition. Players don't use their consumables. So it's like the bowmen don't even get a magic item, almost.
Say I have a character that has got a +2 Musket and +1 Musket Bullets. When he fires out of it, does the two combine to become +3, or do we just use the higher one of the two (thus only becoming +2)?
They stack. Which cheeses off a lot of melee diehards, since melee diehards don't get any way to add extra pluses to their swings. 'Course, the magic ammo is all single-use-period, once a magic arrow/bullet hits it loses its magic (and in the case of firearm rounds simply firing the ammo makes it nonammo and unrecoverable), but there's still no parity there. One option is homebrewing magic greases a'la Elden Ring that add effects to melee weapons similar to magic ammo, but that's homebrew and thus not applicable for most tables.
Please do not contact or message me.
K, thanks!
i always thought the normal ammunition fired from a magical weapon loses it's magic after the attack, sure. but ammunition itself that is magical stay magical and may be retrievable like non-magical ammo is. so a +1 arrow is always a +1 arrow. or have i misread something, which is possible.
Those diehards of course conveniently forget about how melee gets far more Fighting Style support than ranged does, and more high-end magic weapons.
> You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
from +1 Ammunition.
Arrows of Slaying have the same wording too.
Formerly Devan Avalon.
Trying to get your physical content on Beyond is like going to Microsoft and saying "I have a physical Playstation disk, give me a digital Xbox version!"
ooohhhhhhhh.... well...i can at least say i learned something today
Fighting Styles are a bit of a wash since Archery is by far the most powerful Fighting Style option, but the magic weapon thing is very real. Most archers are gonna be lucky if they ever see anything other than a +1 bow, heh.
Please do not contact or message me.
I think they errata’d Archery recently, it only affects to hit last time I checked, but I think I recall it affecting damage too at one point.
That's how it is in my PHB, from the tenth printing in 2018. It's been a while at least.
Can't say it's massively overpowered compared to all the others. TWF and Interception are pretty powerful as well.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
It's never affected damage so far as I can tell. Doesn't matter. A flat +2 to hit is a dramatically more potent boost than any other fighting style and makes archers significantly more accurate than any equivalent melee character at any level - which means archers do more damage than said melee characters because turning a whiff into a whammy is a pretty significant boost to DPR. I'd rather have Archery than any other fighting style boost currently available in 5e, and so far as I'm currently aware the numbers back me up on that too. Missing is no fun, and with Archery you do a whole lot less of it.
Please do not contact or message me.
Archery is fine until you introduce feats. Sharpshooter makes it stupid, and then Crossbow Expert makes it even stupider.
Frankly, the damage you get out of this combo isn't the problem. It's just the fact that it's so far above other comparable options. If every weapon user was putting out SS+CE numbers, it would be fine.
Anyway yeah, the thread's been answered.
I don't like magic ammunition. Players don't use their consumables. So it's like the bowmen don't even get a magic item, almost.
That’s definitely true, especially at early levels or with rare stuff
I can imagine a DM ignoring the ammunition property and let the players have unlimited of the magic ammo, essentially giving the players a 6+ bow.