We usually store the number of available projectiles in attributes specific to each type, i.e. Arrows and Bolts. For NPCs whose individual tokens differ in ammunition state but who use the same character sheet, using these ammunition attributes will result in 20 generic Orcs drawing down the same storage of arrows and bolts, rather than having each their own. After one round, the central quiver of 20 arrows will be empty.
One imperfect but probably practical solution would be to assume that every generic NPC token can only have a single type of ranged weapon, with a single type of projectile. If that is so, we could use the token attribute bar1, currently unused or used to display the token's constant range of movement (B), to store the number of projectiles and manage drawdown in a way that would have the added advantage of being constantly visible to at least the GM (visibility does seem to be configurable separately for each token bar).
We usually store the number of available projectiles in attributes specific to each type, i.e.
Arrows
andBolts
. For NPCs whose individual tokens differ in ammunition state but who use the same character sheet, using these ammunition attributes will result in 20 generic Orcs drawing down the same storage of arrows and bolts, rather than having each their own. After one round, the central quiver of 20 arrows will be empty.One imperfect but probably practical solution would be to assume that every generic NPC token can only have a single type of ranged weapon, with a single type of projectile. If that is so, we could use the token attribute
bar1
, currently unused or used to display the token's constant range of movement (B
), to store the number of projectiles and manage drawdown in a way that would have the added advantage of being constantly visible to at least the GM (visibility does seem to be configurable separately for each token bar).