Returning weapons are a bit janky.
They won't return if you initiate combat with throwing them (So if you're stealthed and your first attack is throwing - Even if your other party members have already initiated combat. If what brings that character into the fight is throwing then it borks)
They also won't return if you pass your turn before they have returned (Which is why the aforementioned initiating combat borks them, since you will get put into the initiative queue ending your turn prematurely)
You always need to wait until they have returned before passing the turn or performing other actions, this can sometimes take a bit of time as the game thinks really hard about doing it (It's better these days than on older versions of the game where it would always take like 10-30 seconds to return them and would sometimes crush your character to death for no reason)
If you wait for them, they always work. At least in my experience and I've played a lot of tosser builds (I find 12 Eldritch Knight to be the strongest as you not only get some extra spells to use, can pick up Lightning Jabber in Act 2 for an extra 1d4 damage and eventually get 3 throws per standard action which goes great with Action Surge and Haste)
Last edited by Taril; 15/02/24 05:59 PM.