foundryvtt / dnd5e

An implementation of the 5th Edition game system for Foundry Virtual Tabletop (http://foundryvtt.com).
MIT License
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[Request] More options for ammunition overrides #2921

Open FalconPilot opened 8 months ago

FalconPilot commented 8 months ago

This is a bit of an edgecase, but I think it could be a very handy feature: in 5e, a lot of spells, items, etc... can override certain base properties of a weapon like range, damage dice, etc... So I was thinking, what if ammunition had a few checkboxes to override certain properties by using the ammo's instead of the weapon's?

An example of that is Magic Stone, from Xanathar's Guide to Everything. It turns a pebble onto a magic piece of ammunition with a range of 60ft (which is double a sling's range). Its damage is 1d6 instead of 1d4, and it uses Wisdom instead of Dexterity. What if it was possible to just create a "Magic Pebble" ammunition for a DM, override its ability to Wisdom, configure its range, damage dice, etc... and simply toggle a few checkboxes to make sure that damage/range/base ability would use the ammunition's data instead of the weapon's data as a basis? It could be pretty handy to have the option 😄

Fyorl commented 8 months ago

It's a valid request, though it does seem very niche. Do we know of any other examples of ammunition which changes the base weapon's properties when loaded? The Flame Arrows spell maybe? Though that just adds some extra damage.

FalconPilot commented 8 months ago

Flame arrow indeed only adds extra damage. Plus, it's "any ammunition fired from the quiver", so it may even be more relevant to roll the damage from the spell card whenever convenient 😄 Ammunitions aren't very developed in the SRD, but a lot of specific settings or additional books do, as far as I remember, have here and there some odd ammunition that completely override the base damage of the weapon used to fire it, while still being fired from the weapon itself (and, therefore, potentially benefitting from bonuses from the ranged weapon).

But yeah, I definitely agree on the fact that it is very niche indeed. Damage dice overrides can be worked around with some flat bonuses to replace the "improved damage dice", and for the change of "base ability" it can be kinda worked around by substracting the DEX mod and adding the new custom mod. (although this is currently not working due to another issue I already raised :'( ). The range, however, is the only thing that cannot be overridden easily, although that's the least problematic (since this is just for display and serves no functional purpose whatsoever so far)