| Matt2VK |
| 5 people marked this as FAQ candidate. |
By RAW, you can put a weapon Fusion on ammunition and other consumable items for half the normal weapon fusion cost.
1) How would Weapon Fusion work for a rechargeable Battery Pack and it's cost?
2) I want to 'include' some 'specialty' ammo with a high level weapon fusion. Since all ammo has a level of 1 I need to craft some specially ammo to for the weapon fusion. How do I figure out the base cost for upgrading this ammo level?
Example: I want to make some level 5 bullets.
Darkling36
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Not all ammo has a level of one, heavy weapon ammo is level 2. Which given some of the stuff that's that low a level could be exceedingly dangerous. I'm not sure I want to see everyone using reaction cannons that either entangle with each hit or fire blast whenever someone closes. Or maybe that's the thing people need to be able to do if they'll pay for it. Either way it needs to be cleared up. I'm also curious if all the ammo fired in a shot needs to have a fusion or just one. If just one can you mix and match in guns that fire higher usages? What about things that are more fluid, literally. How does this work on a petrol tank, some of those are level 3?
I understand that they seem to be want to give some of this the proper review time. And there really are a LOT of reasonable questions. But I do wish there was more feedback on some of these questions. Even an acknowledgement that they're looking at it would no longer leave us guessing if it would be or if we needed to hash out some house rules on a gap. But I'm new to the forums, is this normal?
| Matt2VK |
Not all ammo has a level of one, heavy weapon ammo is level 2. Which given some of the stuff that's that low a level could be exceedingly dangerous. I'm not sure I want to see everyone using reaction cannons that either entangle with each hit or fire blast whenever someone closes. Or maybe that's the thing people need to be able to do if they'll pay for it. Either way it needs to be cleared up. I'm also curious if all the ammo fired in a shot needs to have a fusion or just one. If just one can you mix and match in guns that fire higher usages? What about things that are more fluid, literally. How does this work on a petrol tank, some of those are level 3?
I understand that they seem to be want to give some of this the proper review time. And there really are a LOT of reasonable questions. But I do wish there was more feedback on some of these questions. Even an acknowledgement that they're looking at it would no longer leave us guessing if it would be or if we needed to hash out some house rules on a gap. But I'm new to the forums, is this normal?
It's normal... :(
Sometimes we'll get lucky and get a response but Paizo is very careful about making 'official' responses so they don't end up contradicting themselves at a later date.
DM_aka_Dudemeister
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I would definitely not allow anyone to put a fusion on a battery in my game, that's for sure. At that point the setting logic is completely nonexistent. If you want your laser to have a fusion, put a fusion on the laser.
I think it's rad.
The battery has a seal that affects the weapon, the energy within it converts the magic of the seal to fire from a blast from the weapon.
I'm not saying necessarily that's the way it's expected to play per the rules. But it's a great idea for some fun magic items.
| Castilliano |
So a four-armed PC, like a Kasatha, could wield 4 versions of the same weapon filled with 4 different types of ammo fusions. Of course, a regular PC could work out something too so that they're mix and matching fusions throughout the battle.
Seems a bit crazy, except once an ammo fusion is spent, that's it.
Pricey, but perhaps cheaper than grenades?
On the other hand, allowing batteries to take fusions (perhaps even on top of the weapon's maxed out fusions) doesn't just feel wrong, but it opens up a path to breaking the balance inherent in the system. Somebody might even carry a weapon with no battery, expecting to put in the right fusion as needed.
A Fusion Seal takes time to put on and 24-hours to become active, plus costs 10% more and must meet the level of the weapon for more cost.
The battery option bypasses all of that, so no.
| Gilfalas |
On the other hand, allowing batteries to take fusions (perhaps even on top of the weapon's maxed out fusions) doesn't just feel wrong, but it opens up a path to breaking the balance inherent in the system.
If you add fusions to energy ammunition it should really be no different than putting fusions on non-energy weapons? Your not enchanting the container of the ammunition your enchanting the ammunition.
Kinetic ammunition is not the magazine it is stored in, it is the rounds themselves. Energy ammunition is not the battery it is stored in, it is the energy in the battery.
I would say treat batteries and physical ammunition identically.
| Castilliano |
X, how does a battery get destroyed by recharging?
G, Are you saying treat batteries & physical ammunition identically?
Or are you saying treat the energy in a battery & physical ammunition identically?
You aren't putting the fusion on the magazine, but on the rounds.
Which as you noted is similar to the energy in the battery.
So how does one put a fusion on that?
Or if the battery has the fusion, then all the energy in the battery has the fusion, right?
What if you refill a half-full battery? Or transfer some of the energy to another (no-fusion) battery (via the cantrip)?
What's the charge to put a fusion on a battery? There's no "shot" to charge per shot when some weapons use a different amount of juice.
How many rules do we need for this to work?
Cheers
DM_aka_Dudemeister
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what about batteries in powered melee weapons?
what about power armor?
can i put a holy fusion on a battery, put the battery in power armor, and make holy melee attacks with the armors slams?
As all things up to your GM.
If I'm GMing, yeah, I'm for it.
| Gilfalas |
X, how does a battery get destroyed by recharging?
G, Are you saying treat batteries & physical ammunition identically?
Or are you saying treat the energy in a battery & physical ammunition identically?
You aren't putting the fusion on the magazine, but on the rounds.
Which as you noted is similar to the energy in the battery.
So how does one put a fusion on that?
I am saying: You aren't putting the fusion on the magazine, but on the rounds. Which is similar to the energy in the battery.
How you do that is the simplest answer of all: MAGIC. Just like the potion inside a potion vial is magic but does not make the vial magic.
The Ammo/Charge enchanted is what has the fusion. Once that ammo/charge is used up then your done. You need to reload the magazine/recharge the battery and then enchant those rounds/charges with a new fusion. Just like using up magic arrows in old Pathfinder.
I would assume batteries enchanted with weapon fusions would only pass on those fusions in a weapon. If used to power a non weapon with weaponlike functions (say power armor) then no, your punches do not get the fusion effect since the punches do not use ammunition per attack.
We only need the rules already written and a little common sense for it to work. Much like every RPG ever.
| Castilliano |
Gilfalas: We only need the rules already written and a little common sense for it to work. Much like every RPG ever.
Common sense tells me not to have fusions on energy. Common sense tells me it should only be a house rule where the GM can wing it rather than an actual rule for the SF FAQ or SFS play where table variation is frowned upon.
You ignored the messier half of my questions...
What if you refill a half-full battery? Or transfer some of the energy to another (no-fusion) battery (via the cantrip)?
What's the charge to put a fusion on a battery? There's no "shot" to charge per shot when some weapons use a different amount of juice.
How many rules do we need for this to work?