Manage Ammunition from weapon action
As it is now. Under actions you can see that you can attack with you bow/crossbow.
And under equipment you can your bolts and arrows.
I miss a way so that if I under actions click on my crossbow.
The information that now shows on the left also showed the ammunition my crossbow can use. And that I have equipt.
So that I can see that my normal bolts have +5 to hit and do 1d8+2 damage. And my +1 bolts have +6 to hit and do 1d8+3 damage.
And I there could change my quantity of bolts.
So I do not have to go in to equipment and do that.
I know not all groups keeps track of there ammunition. But my group like to do it.
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Second this idea! Especially for new players, this can be hard to work through.
Envisioning this tool, it would be ideal if once a player has equipped a bow, there is an option to select what ammunition they are using. Then, when they utilize that ammunition in an attack, it is deducted from their equipment. If you are able to recover arrows at the end it can be added back like any equipment found.
If there is a concern that some games prefer unlimited ammo or something, you could add a toggle to unlink ammo and weapons in the character build screen.
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This is one thing I ask my group to track and they do a horrible job and a more automated solution would be awesome. So here's me taking a stab at a scenario.
It would be awesome if a quiver was an equipable container (inventory management gets another play) so if a player is wearing 1 quiver that quiver is limited to holding 20 arrows, or we could make the ranged weapon a container itself holding a count of arrows or bolts up to 20. Especially now with the digital dice, I feel like our options could open up a great deal. Each time the attack section is clicked the equipped arrows are reduced by one until they're completely expended. Once this occurs, the ranged weapon is grayed out as unusable or the attack icon stops responding. An addition to the menu when we right-click (long tap) the attack icon that shows two new options alongside Advangate/Disadvantage we could say "Recover" and "Reload".
Selecting Reload represents the character reaching for his/her bag and repopulating the quiver from other arrow bundles which then reduces the equipment by an amount up to 20, the amount of Arrows has to be greater than 0 if the equipment section shows 0 arrows the ranged weapon stays unresponsive until the "Recover" option is used. At that point, the ranged weapon becomes usable again. The menu option "Reload" could also be grayed or unresponsive if the count of arrows in the equipment tab is less than 1. (At my table this would require an action from the player)
The recover option represents the character moving across the encounter space where he/she expended arrows and the character is recovering usable arrows. On the menu, select the "Recover" option should roll 1d20 and the player recovers as many arrows equal to the result of the die. The result of the die roll being transferred to the equipped quiver or weapon. At that point, the ranged weapon becomes usable again. (At my table this would require an action from the player and the character's movement)
And when a character goes to a shop, they can purchase more arrow bundles, and what the hell perhaps the character spends their downtime making arrows, but that can be manipulated in the arrow bundle portion of the equipment tab. A nice to have could be something like when the character clicks the initiative icon to trigger the digital dice the weapon starts with a full quiver of 20 arrows or bolts we just make the assumption that the player prepared the weapon between encounters and is coming into a fight fully prepared. A downside that comes into my mind there would be surprise encounters or ambushes but I feel like this could get really nitpicky and it might just be cleaner to make the assumption the player readied his/her weapon on an initiative roll. -
I think it should be an option on the weapon customization where you link to the ammo(s) that have as you roll your attack it reduces the ammo - But when your out it disables your attack and if you mouse over or click on it you get a message "You are out of Ammo" (P.S. This could work for spells and components too).
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