
Distant Scholar |

For designers and developers: How did you handle PCs recharging batteries in your campaigns?
There is a rule, and expense, for recharging batteries quickly. But in a campaign, with hours/days/weeks/months of downtime, are PCs expected to pay this amount for recharging batteries, or is it assumed they can recharge them on their spaceship, or from their friendly party-member technomancer, or some such thing? How did you have it work in the campaigns you ran?
I know that, as GM, I can decide how easily I want my PCs to be able to recharge their batteries, and adjust things accordingly. I would like to know if/how I'm changing things from the assumed base line, though.
I'm hoping that, since this isn't asking for any specific, hard-coded rule, this question might get answered by a designer or developer earlier than an official FAQ/errata question. Of course, if anyone wants to chime in on how you've handled recharging batteries in your campaigns so far, and how well it's worked, I'd love to hear that, too.

CrystalSeas |

At the very least, it is a "how you've handled recharging batteries in your campaigns" bit of data.
For me, the advantage is two-fold
a)It's an official Paizo decision.
Even though it isn't a FAQ, it's at least a strong indication of what the designers believe is the best solution
b)It's an official Society decision
Even though everyone isn't an SFS player, it is a consistency which new-to-your-group players might have already dealt with. Much easier to houserule something that is in synch with what might be brought to your table anyway.

![]() |
1 person marked this as a favorite. |

I ran it both ways in various playlists and theorycrafting. Because we can't assume a single behavior in all groups.
The game is not designed to give an exact to-the-credit result no matter what choices PCs make. Does someone love grenades? Does no one take any consumables at all? Do they hoard back-up weapons, or sell nearly everything for 10% to buy only the custom equipment they want?
The amount of difference between recharging everything, or only using batteries stolen from corpses, or having to recharge every shot at a paid charger, is minor compared to a lot of other factors that impact how hard it is for a GM to keep PCs somewhere close to the assumed wealth by level numbers--though it still was easier than in a Pathfinder campaign where someone decided to be an artificer and there's no pressure to stop PCs from taking 3-month long downtime breaks.
If batteries are easier to charge, PCs will more often shoot into a clump of bushes just top see if someone is there. If batteries always cost money to recharge. PCs are more likely to search every corpse for potential power sources. Neither extreme creates a variation great enough as to be outside the assumed range of game experience.

Distant Scholar |

So, "Pick what you want for your play style and roll with it; it won't make too much difference." OK! Thanks!
I ran it both ways in various playlists and theorycrafting. Because we can't assume a single behavior in all groups.
The game is not designed to give an exact to-the-credit result no matter what choices PCs make. Does someone love grenades? Does no one take any consumables at all? Do they hoard back-up weapons, or sell nearly everything for 10% to buy only the custom equipment they want?
The amount of difference between recharging everything, or only using batteries stolen from corpses, or having to recharge every shot at a paid charger, is minor compared to a lot of other factors that impact how hard it is for a GM to keep PCs somewhere close to the assumed wealth by level numbers--though it still was easier than in a Pathfinder campaign where someone decided to be an artificer and there's no pressure to stop PCs from taking 3-month long downtime breaks.
If batteries are easier to charge, PCs will more often shoot into a clump of bushes just top see if someone is there. If batteries always cost money to recharge. PCs are more likely to search every corpse for potential power sources. Neither extreme creates a variation great enough as to be outside the assumed range of game experience.

Metaphysician |
"If batteries are easier to charge, PCs will more often shoot into a clump of bushes just top see if someone is there." oh there is always someone there! Just happens to always to be a little elf girl who was picking flowers for her sick grandma.
I know your probably joking, but just to make it clear, if the GM pulled this in circumstances where it were not reasonably be predictable as a hazard? Which is to say, the PCs are in a hostile environment equivalent to a war zone, with no sign of civilians around?
This would be table-flipping and hanging-from-ceiling-fan-by-toes territory.