Way to combine similar projectiles, using junk arrows or less random variables for projectiles?
too many turns wasted for nearly identical ammo
ADOM is really great with the different types of ammo you can get, but most games in ADOM seem to have a few tedious spots when low on ammo, due to reloading so many times for different rocks or arrows -3,1d4+2, +2, 1d6-1, etc.
in any early spots when you have multiple small groups of ammo, and especially in the weekly ID challenge games, it just seems weird that you spend up to twice (sometimes over) the time it normally takes to shoot a projectile at a greater claw bug about to kill you, because you wanted to organize the two arrows with a bent feather (-1) in one quiver, and the arrow with a chipped side in another quiver, and the three arrows with a tiny curve in another quiver, etc... and then spend turns switching to essentially the same ammunition.
would it be possible to just include those modifiers in the initial damage roll of 1d4 or 1d6, or maybe just a single 'junk arrow' quiver where everything is more randomized to prevent excess ammo switching?
i know this could be a somewhat big request but you really do spend a lot of turns switching ammo stacks, when you have 30 nearly identical arrows or rocks but 40-45 turns shooting them just because they're +2 or -1 to hit or something. i think combat could be a lot more streamlined if you could throw them all in the same bag, especially with the higher ammo destruction now, leaves you with tons of different small piles of the same stuff.