When my group and I were younger, we shied away from consumables of any kind, simply because we found them distasteful. Something about them running out just bothered me. These days, I can't tell you why.
I think it might actually be worthwhile to look at it from the player's in-the-moment perspective. Not the DM, not the character.
When would you, the player, choose a +1 arrow of a certain value (I don't recall, 250gp?) over a normal arrow?
Indeed the DMG hands out only one piece of ammo.I'm trying to figure out how many magic arrows/bolts to give out when I want to include magic ammunition in a treasure. For example, instead of a level 1-2 spell scroll, how many +1 arrows?
I'd like to give my low level players some consumables besides potions of healing and spell scrolls .
Magic Ammunition was the perfect solution in the past and would seem great now.
The way I see it, one +1 arrow only affects hit/miss 5% of the time, and only adds one point of damage.
A basic potion of healing can have far more impact on an encounter than a single +1 arrow. The DMG lists +1 ammo as uncommon; potion of healing is common. Table B does not say how many arrows/bolts - it seems to imply just one, which seems way too stingy to me, and given the comparison to healing potion doesn't quite make sense it me (impact and rarity). I know I can award however many I want but I don't want to unbalance things too much. My gut says something like 2d4. How many did the DMG intend? What do other DM's do?
Advice or suggestions would be much appreciated. Thanks!

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.