Nuclearspatula |
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The rules for activating ammo don't work very well when applied to anything but bows and weren't future-proofed very well either, as the others have pointed out. The actual idea seems to be that you have to have the ammo "in use" (e.g. loaded into a firearm) or in an accessible location and have to spend an extra action to get the effects. As long as that is fulfilled, you can safely ignore the specific logistics.As far as making unarmed attacks while using a two-handed weapon go, that's a separate topic. Afaik you don't even need to take a hand off the weapon. You can make unarmed attacks with any part of your body, so long as it makes sense ("You can Strike with your fist or another body part..."). Your character can kick perfectly well while wielding a musket. If you specifically wanted to punch someone, then yes, you would have to later re-grip your weapon. That is done as either a seperate Interact action or as part of reloading the weapon your are wielding.
I was looking at having a gunslinger (specifically a triggerbrand) with a Sterling Dynamo, and using a gunsword (two-handed). So, specifically I'd have to punch, and it would have to be with that specific arm.
I just didn't realize that this ^ and interacting to activate then reload worked differently. oops. Thank you for the correction (honestly)