Blinding Barrage Question

godfear

Explorer
Blinding Barrage is a :close: close blast that requires the power user to be wielding a crossbow, a light thrown weapon, or a sling. The power description doesn't say you actually use ammunition, so does the using the power expend one or more crossbow bolts, sling bullets, or daggers?

Thanks,
-g
 

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First instance of internet sarcasm I've been able to see! Yay!

The basic 'rule' is that for each time you roll a d20, you expend an arrow/bolt/dagger/shuriken/axe/hammer.
 


Traken said:
First instance of internet sarcasm I've been able to see! Yay!

The basic 'rule' is that for each time you roll a d20, you expend an arrow/bolt/dagger/shuriken/axe/hammer.

Seems reasonable. Nothing hard and fast in the RAW, eh? Yea, I couldn't find one either.
 

godfear said:
Blinding Barrage is a :close: close blast that requires the power user to be wielding a crossbow, a light thrown weapon, or a sling. The power description doesn't say you actually use ammunition, so does the using the power expend one or more crossbow bolts, sling bullets, or daggers?

Thanks,
-g
The best I can find is p217 under "Load" in regards to loading time, which says that ranged powers which hit multiple targets allow for the loading time within the power description. This could technically merely be refering to attacks with secondary or tertiary attacks, so it's not conclusive though.

Edit- It says the same thing under "Ranged attacks" on p270. Still nothing about using ranged weapons for close or area attacks.

Edit2- Duh, p271, it specifically states "If you're using a projectile weapon to make a close/area attack, you need one piece of amunition for each target" and explains the same for thrown weapons.
 
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Blinding Barrage, in perfect conditions, can hit up to nine targets.

Damn, I better buy another set of shuriken :D
 

4e makes it both really tempting and really easy to just ignore ammo, especially past first level (where the costs become trivial anyway). Aside from "If you have a single magic thrown weapon you can't throw it more than once per turn", we've found it easiest to simply ignore ammo entirely.
Tracking ammo adds no enjoyment for my group, so we just handwave it. i mean, I've got quick draw and ten daggers, and it's no trouble to pick them up after the battle, and I'm probably not going to throw all ten, so why bother?

Also note that all magic weapons now get "returning" for free when thrown, so there's no risk of losing your favorite weapon by throwing it. And there's no magic ammunition to worry about using up anymore.
 

NMcCoy said:
Aside from "If you have a single magic thrown weapon you can't throw it more than once per turn", we've found it easiest to simply ignore ammo entirely.

Why even add that caveat? It says the weapon returns as a free action "once the attack is resolved." As soon as you roll to hit, and roll damage if you do hit, the weapon's back.

Also note that all magic weapons now get "returning" for free when thrown, so there's no risk of losing your favorite weapon by throwing it. And there's no magic ammunition to worry about using up anymore.

A fact for which I'm profoundly grateful. :) The number of magic thrown weapons I saw throughout the entirety of 3E/3.5 could be counted on my fingers. They just weren't worth having if they didn't return, and they were more expensive than the equivalent missile weapon if they did return.
 

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