| Lobolusk |
Okay I have been thinking about this for a long time and it seems to me that if I have gunsmithing all I need is a gunsmith kit and gold and I can always make ammo?
If this is incorrect please let me know it say cost of raw materials, so do I need to carry around a metal bar or my dead child's tin soldiers to make bullets?
Michael Sayre
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Or I suppose in the case of Muskets (and other guns of the era) you could be actually melting the coins down to make bullets.
I love it! Golden bullets.... I'm having flashbacks to the good old days of the original Goldeneye game.
Anyways, the way I always handled this was having my players whose class features required nebulous materials of various values to create a material "pool" when they're in town, essentially having them designate a portion of there gold as being, like in this instance, 250 gp worth of gunsmithing materials. Then I kind of let them assume they have whatever materials necessary up to that value which they can restock as necessary. I tend to do the same thing with wizards and components, since it's just easier to track in the end, and I tend to be more focused on having a good game then on making my players create separate inventory sheets to log all of their individual spell components, gunsmithing materials, etc.
As far as say, PFS, I'm not sure if they require the inventory lists or how that's handled.
| Benly |
soo all you need equipment wise is gold and it is "assumed" you have access to a dead child toy soldiers?
Spend your gold in town and write down on your character sheet "25 GP worth of gunsmithing materials" or whatever - work out with your GM what exactly that is if it bothers either of you. (Lead, wood for gunstock repairs, whatever.) Then, when you want to make gunsmithed stuff on the road, expend the appropriate amount of material in the process.