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!
Indeed the DMG hands out only one piece of ammo.
This is baffling, of course, but it is less surprising when you consider the decision to price a consumable at 50% the price of a permanent item doing the same thing.
This is what really is baffling, since it makes zero sense. Sane magical prices (the fan made PDF) changes this to 1/10th.
Earlier edition used 1/20th or even 1/50th (infamously so for 3rd edition wands of cure minor wounds).
My advice? Bundle magic ammo in tens or dozens. But also remember to have the monster use them (if at all capable) against the party!
Meaning that if it took four rounds to defeat the Gnoll Hunter, four of the twelve +1 arrows are already gone and used up.
Your other question: yes magic ammo stacks with a magic bow.
Finally, keep in mind that ranged combat is incredibly strong in 5th edition. You would probably be better off making the best magical weapons into melee weapons, and reserve any cool ranged effects to ammunition (since after all it is perishable).
A +3 Flaming Longsword? Sure.
A +3 Flaming Longbow? Probably better to limit this to a +1 Longbow and then put the cool stuff on the arrows: "you find nine +2 Flaming arrows".
The end result is the same, but with the important distinction that melee will feel more reliable.
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