Thinking about bows, % action as well as material and quality bonuses got me thinking about this for RM(XY).
Idea #1:
What about if we use the bow/firearm bonus to determine the ability to hit and the ammo bonus for damage? I know this is not a perfect solution to the problem but I might give it a try.
Example: Joe Donuts has a +5 bow and +10 arrow, So he rolls to see if he can hit his target, a picture of cinnamon and powered sugar French Toast. He rolls a 90 adds his mods including the +5 for the bow, the chart says it a hit, but since the ammo has a higher bonus than the weapon, he adds the difference of +5 and reads the result.
Example: Using the same stats as above but having a +0 arrow would have Mr. Donuts lower his roll, but not to the point of doing no damage as the bonus of the weapon (bow) says he hit his target.
Idea #2:
Like Idea #1 above but use the best of the two mods as to hit the target it takes bot a good weapon and good ammo and then adjust the damage result down for the lower of the two.
Idea #3:
This uses the same idea as #2 but you use the smallest of the two mods and adjust up for the other superior item
Thoughts?
MDC