Hunted Shot reload 0 and 1-action Returning thrown weapons


Rules Discussion


A player came to me with an interesting question. He asked me if he puts a Returning rune in a thrown weapon if he can use feats that requires Reload 0 for this weapon like Hunted Shot.

Initially I refused the idea because Reload 1 and Draw and Thrown appear to work as distinct things. So weapons with - are not reloadable but weapons that require different and independent actions one to Draw and another to Thrown while Reload 1 requires other 2 actions one to prepare a weapon with ammo and other to shot.

Everything right until I see that in the end of ranged weapons table we have Shurikens, a throwable weapon with Reload 0...

So I'm confused, the Returning weapons that don't need a draw action can be classified as Reload 0 for feats and abilities requirements?


Shuriken are exceptions, and would qualify.
Mechanically, as you've noted, Returning works similar to Reload:0, but it's not that so no Hunted Shot.

That said, why not allow it anyway?
The maximum deviance from the power curve re: ranged damage would be hard to break (and would require lots of investment not going elsewhere) and the PC's already one step behind to begin with by not carrying a damage rune instead.

One could compare it to a Dual-Weapon Warrior who would need two feats (one being a valuable Dedication) to do something similar, yet they're also able to do it in melee and don't need to Hunt Prey.
So getting access via one feat seems balanced, though maybe reconfigure a variant so it's only with thrown weapons.


Castilliano wrote:
That said, why not allow it anyway?

Because he want's to do this while wearing a shield. If was just a lance alone (the weapon he wants to thrown) in fact I don't see a problem to do once there's little diference from do same thing from a bow. But he want's to do this while using a shield to keep his AC and Shield Block while do multiple attacks with his 1d8 Thrown weapon.

So I'm afraid of begining allow a to much exploited ability.


A lance?!
Big no.

For one, it's not a thrown weapon. Done.

For two, if made into a thrown weapon, it's still two-handed unless mounted, with the obvious context being the mount's supporting the lance's usage in melee, not for throwing. And there's no wording addressing throwing because by default throwing's not an option to address.

For three, icky. Yep, he's trying for an exploit.
And not a very good one either since lances drop to d6 when used one-handed anyway, so he may as well use a javelin or spear and not have to worry about lance & mount shenanigans. I'd go with light hammer myself.

Of course, he's wanting Reach & Thrown together, and that's a no go IMO even before trying to cheese the shield on top.
I wouldn't make any concessions here.


YuriP wrote:
Castilliano wrote:
That said, why not allow it anyway?

Because he want's to do this while wearing a shield. If was just a lance alone (the weapon he wants to thrown) in fact I don't see a problem to do once there's little diference from do same thing from a bow. But he want's to do this while using a shield to keep his AC and Shield Block while do multiple attacks with his 1d8 Thrown weapon.

So I'm afraid of begining allow a to much exploited ability.

Returning Rune only works on Throwing weapons. A Lance does not possess the Thrown trait, and as such doesn't qualify for the rune.

Also, reloading requires ammunition for it to both function and make sense. Thrown weapons are not ammunition for another weapon, so it just doesn't fit.

Plenty of RAW reasons to disallow it, and seems to be RAI as well, since the game's math wants to reward taking risks being in an enemy's face compared to attacking at the safety of range. You probably won't break the game if you permit it to work, since Thrown weapons have the added cost of taking longer to come online and consuming a weapon rune slot in the process, meaning less potential damage compared to other ranged attacks, such as even a dedicated bow user.


Castilliano wrote:

A lance?!

Big no.

For one, it's not a thrown weapon. Done.

For two, if made into a thrown weapon, it's still two-handed unless mounted, with the obvious context being the mount's supporting the lance's usage in melee, not for throwing. And there's no wording addressing throwing because by default throwing's not an option to address.

For three, icky. Yep, he's trying for an exploit.
And not a very good one either since lances drop to d6 when used one-handed anyway, so he may as well use a javelin or spear and not have to worry about lance & mount shenanigans. I'd go with light hammer myself.

Of course, he's wanting Reach & Thrown together, and that's a no go IMO even before trying to cheese the shield on top.
I wouldn't make any concessions here.

Sorry was a mistake in my translation, is a Spear. Not a full big lance. But still not a javelin.

This spear uses a d8 because is a Deific Weapon.


Then back to my original answer then.

It's not legal, but also not overpowered. It will be a solid thrower, yet throwing's more versatile than it is powerful.


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RAW: No, as the others have said.

RAI: Also no.

Would I allow it? Also no. Using hunted shot with a weapon that applies the full strength damage to the damage and does so at decent range while also allowing you to get full use out of your shield is too much.

Look at it this way: He can already attack at 40 ft range without penalty thanks to Hunt Prey. If he adds the Far Shot feat, his attack range without penalty would increase to 80 ft, which is more than enough for 98% of all fights. All this with more damage than a composite longbow and without the volley trait to rein him in. Adding Hunted Shot's action economy advantage to that is too much. By A LOT. And that's even still ignoring the fact that he can use a shield alongside this very powerful ranged attack.

Further consideration: If you allow it for Hunted Shot, you'd also have to allow it for other reload 0 feats like the fighter's Double and Tripple Shot. I wouldn't want that in my game, either.

So yeah, there's a good reason this doesn't work by RAW.


Thanks Blave, you show me all the good points I need to deny it.

Quote:
Further consideration: If you allow it for Hunted Shot, you'd also have to allow it for other reload 0 feats like the fighter's Double and Tripple Shot. I wouldn't want that in my game, either.

Agree I'm afraid too that allow it to be considered a Reload 0 weapon could open even more exploits.


The question of reload time on a "returning" weapon came up in a recent game of ours as well, with a starknife instead of a spear. Ultimately we settled on the return and catch requiring one action worth of time, but that the catch was not a separate action as long as a hand was free.

The discussion revolved around mechanic though; does the return mean that:
1) the weapon teleports back to the throwers hand
2) the weapon flies back to the throwers hand (steering around obstacles and whatever)

We liked the flavor of (2), and also felt that aim-throw/return-catch/aim-throw was a more reasonable cadence. Allowing aim-throw/aim-throw without a draw or catch seemed too fast / maybe overpowered, aside from the flavor discussion. During the return-catch period the weapon owner can take any action they like, and is assumed to catch the returning weapon no matter what they do (as long as a hand is free) due to the rune.

Since we haven't found anything more specific we are essentially treating the returning rune as a Reload 1 for thrown weapons.


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Returning, CRB pp584-5, wrote:
When you make a thrown Strike with this weapon, it flies back to your hand after the Strike is complete.

I am unsure how one reads that and says there’s an action requirement in there (other than the “make a thrown Strike” one).

Or that teleporting is involved (“it flies back to your hand”).

A turn of Strike, Strike, Strike seems completely allowed (and not unreasonable) with a thrown weapon that has a Returning rune.


No action requirement, but the "flies back to your hand after the Strike is complete" implies some period of time. How long is unstated in the rules.

However *making* the strike takes 2 sec (1 action), and the thrown weapon has to make a return trip to the hand before it can be thrown again. Practically speaking strike/strike/strike seems hard to credit vs strike/do_something_else)/strike

RAW would allow either, which is why we had the discussion initially.


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BloodandDust wrote:

No action requirement, but the "flies back to your hand after the Strike is complete" implies some period of time. How long is unstated in the rules.

However *making* the strike takes 2 sec (1 action), and the thrown weapon has to make a return trip to the hand before it can be thrown again. Practically speaking strike/strike/strike seems hard to credit vs strike/do_something_else)/strike

RAW would allow either, which is why we had the discussion initially.

lots of presuming facts not in evidence

where does the CRB say a Strike takes 2 seconds?
it doesn’t; Strike takes one action
Returning says, “When you make a thrown Strike with this weapon, it flies back to your hand after the Strike is complete.”
so the sequence, as stated, is:
FIRST ACTION: thrown Strike with the weapon that has the Returning rune
- before I can do my next action, this action must complete; aka “after the Strike is complete”, “it [the weapon with the Returning rune] flies back to your hand”
SECOND ACTION: do whatevs I wants, including throwing the weapon that is in my hand
THIRD ACTION: ditto bot

as always, you’re free to make anything up and play at your table with whatever you have made up
but yeah, requiring an action to grab that Returning Weapon falls into that


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BloodandDust wrote:
... implies some period of time. How long is unstated in the rules.

this is a misuse of the word implies

what you mean to say is you are inferring something is being implied
as the observer, you infer; only the speaker (or writer) can confirm if an implication was intended

the concern here is that this really hasn’t been how Paizo has authored their material, implying stuff (we are trying to imply some time is required for this but leave that aspect and it’s details to be inferred) vs explicitly stating what happens (“after the Strike is complete, it flies back to your hand”)
so no, nothing is being implied, it is being explicitly stated (“flies back to your hand”)

there is no need to infer anything (in part because nothing is being implied, in part because what happens is explicitly stated)


Well, you certainly win the world-class pedant award. :)

It is true that the CRB does not specify precise lengths for actions. However each round is 6 seconds, 3 actions is the norm, and as far I can tell, action order is interchangeable. An action *could* be shorter than that of course, but there are no combinations of normal actions that net an extra 4th action from saved increments. Maybe squash them all down to fit in the Reaction as well? Either way, not a lot of extra flying around time to be had. That is of course all inference (as you like) since sub-round time-counting is not RAW.

I can't find your reference that one action must complete before the next action starts though, maybe you can point me to it? The only one I find is this:
"You can use only one single action, activity, or free action that doesn’t have a trigger at a time. You must complete one before beginning another."

Note that it reads "*you* must complete one before...". The thrown weapon is not "you" and can follow its own course. As a related example, a character can throw a paper airplane from a cliff and then stride away, leaving the airplane to glide for several rounds.

But, back to where I started: no claims made as to what your group needs to do! Just noting that the rules for the Rune are not explicit, and we felt that Strike/Strike/Strike seemed unnatural for a weapon that flies both to the target and back, so we play it Strike/Action/Strike.


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If the amount of time it took to have the weapon return to one's hand was meant to be relevant, then it would be listed. As it stands, no duration is listed. Therefore it is equally as valid to say the returning weapon takes one action worth of time to come back to you as it is to say it takes 1 round, 1 minute, 1 day, or even 200 years for that matter. Flavor-wise it doesn't really say what happens, so I think teleporting or flying back are both valid, but for the latter it really shouldn't take a duration. Flavor is one thing. Nerfing a playstyle because of that flavor is another.

I very much disagree that the rules aren't clear, because the only way of interpreting the rules to include a duration is to arbitrarily put one in that just kinda feels right to you, which sounds like a bad precedent to set for a fundamental attack option in the game. I'm all for DM interpretation, and even homebrew items and whatnot, but I'd rather not pick up an ability, rune, etc., and then find out later that the GM decided it works differently than what's written arbitrarily.

Of course, if it works for your game, then I'm not saying that you shouldn't do it. Go for it! I'm just saying that if that's not a clear rule, then I don't really know what is a clear rule.


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I agree with the above posters, a thrown weapon is not the same thing as a weapon with reload 0, and there are ways of making a throwing weapon hunter that follows the rules like using precision, hunter's aim, gravity weapon, etc.

The math is kinda fun on this actually. A 4th level Ranger with the Far Shot feat can throw a javelin at their Hunted Prey target 120 feet away with as much accuracy as if it were 10 feet away, which is neat, or as far away as 360 feet with I think a -10 to hit. Since this could conceivably be done 3 times in a round of 6 seconds as 3 attacks, that means a returning javelin is traveling, on average, 360 feet per second, or ~245 miles per hour, or ~110 meters per second. Assuming no teleporting, option A is that it's going out a slowish 100 ft/sec and coming back at a blistering 540 ft/sec. This invokes all kinds of hilarious images as the Ranger holds out their hand to catch their javelin coming back to them at near mach 1. Option B is that it goes out as fast as it comes back, 360 ft/sec or some variation, meaning that Ranger has a heck of a throwing arm and should sign up with the Golarian equivalent of the Yankees right away.

For extra hilarity, using hunted shot with a javelin, meaning essentially 4 throws in 6 sec, ups that to 480 ft/sec, so like 327 mph. They're going to need earplugs for when it breaks the sound barrier coming back to their hand.

Interestingly enough the world record for javelin throws is 343 feet, so the above max distance (360 feet) is not at all out of the question. However the velocities involved with that returning javelin means it is definitely magic and not following the rules of physics.


Aricks wrote:
However the velocities involved with that returning javelin means it is definitely magic and not following the rules of physics.

or perhaps it is following Golarion physics, which is similar yet not perfectly synonymous with real world physics

for example, the sound barrier could be an order of magnitude different
for example, the magical rune on a magical weapon could have near instant acceleration and near instant deceleration

so it might, maybe, be something sort of kinda like this
- the character throws the magical weapon which has a returning rune etched on it
- the weapon (after arriving at & hitting or arriving near yet missing the target) then
— near instant accelerates to dx below [Golarion] mach
— flies at that speed to dx before the characters hand
— near instant decelerates to zero speed then
- the character has their weapon back in their hand


That would fit a high-magic campaign, where all kinds of craziness is flying around, pretty well.

That said, I think it would be cooler to just have the character use two returning rune weapons. Imagine the combat visual of a dual returning-shuriken thrower fighting in a cloud of constantly swirling steel - some flashing out to the target in straight lines, others making lazy loops back, glittering in the reflected torchlight as they fly. At the end of the fight, the foul beast topples to the floor, everyone draws a ragged breath, and then in the silent space that follows - zip, clink - the last returning shuriken drops gently into the rogues casually upturned hand.


Alternative story:
They die because they had to spend twice as much as should be necessary for a build that only requires one weapon to get two of them all decked out in runes and didn't have enough left over for potions and other gear, be it permanent or consumable.

There's nothing wrong with the flavor of throwing stuff out and it looping back in some fashion, but that's really not an argument to make the returning rune have a defined duration in which the player can't use it again. So far the only argument that I've heard so far is that it feels like it should take about an action worth of time to come back. That reason may be perfectly acceptable for the purposes of homebrew, but I really don't see any backing for that interpretation in the rules themselves.

Oh, and btw, this shouldn't really be relevant, but I'd like to point something out in the flavor as well: 2 seconds is a long time in combat. Yeah, it might sound weird when the weapon's thrown a long distance for it to race back really quickly, but at that point there becomes issues of how long the attack takes to get there as well. If you don't have reach the returning rune could be useful at a range of 10ft. Throwing a weapon 10ft and having it return shouldn't take more than 2 seconds (which is what would be necessary to keep the next action from being another strike with it). And then we get into the question of how long it should be. Perhaps it should be based on the distance you threw it. Like it can travel X distance per second or something. Oh, but what about things that increase throw distance? Surely those make you throw faster as well, otherwise you wouldn't be able to hit dodging enemies. Hmm... so those feats should probably affect the distance traveled per second. And once we get to that I think it's become pretty clear we left the existing rules behind a while ago and are well into homebrew territory. Cool homebrew? Perhaps. That's up to the individual to decide.


true story from me childhood:
- team snowballs fights
my group was coordinated (yeah, my fault for that)
and, collectively, we would each lob a snowball, like really high, arching toss at the other peeps
then when they were looking up we’d fastball a batch right at them
yes, the fastballs thrown second arrived first


As a side note, if your player is ok to drop the shield, he can go with 2 thrown weapons and use Twin Takedown instead, which works for both melee and ranged attacks.


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SuperBidi wrote:
As a side note, if your player is ok to drop the shield, he can go with 2 thrown weapons and use Twin Takedown instead, which works for both melee and ranged attacks.

I would strongly recommend consulting your GM before trying this. Twin Takedown specifically requires two melee weapons and the Thrown trait turns a weapon into a ranged weapon when used. I personally wouldn't allow it.


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Agreed. As you stated, the Twin Takedown requires wielding "melee" weapons. The "Thrown" trait makes the weapon "a ranged weapon when thrown", so this violates the requirements for TT.


BloodandDust wrote:

No action requirement, but the "flies back to your hand after the Strike is complete" implies some period of time. How long is unstated in the rules.

However *making* the strike takes 2 sec (1 action), and the thrown weapon has to make a return trip to the hand before it can be thrown again. Practically speaking strike/strike/strike seems hard to credit vs strike/do_something_else)/strike

RAW would allow either, which is why we had the discussion initially.

You're going down the rabbit hole.

Whenever a GM tries to change game rules based on some arbitrary notion of realism, they're setting themselves up for failure.

And sine we are talking about the Rules section and not Homebrew, as a GM, you really to avoid infusing concepts or requirements that aren't explicitly stated. We know the rules aren't expecting a GM to contemplate a system of time per action, because there are no instructions to do so.

PF2, more than any other version of D&D, is trying to "balance" combat. In no situation have I seen Paizo set aside game "balance" for realism in PF2.

Grand Lodge

Blave wrote:
SuperBidi wrote:
As a side note, if your player is ok to drop the shield, he can go with 2 thrown weapons and use Twin Takedown instead, which works for both melee and ranged attacks.
I would strongly recommend consulting your GM before trying this. Twin Takedown specifically requires two melee weapons and the Thrown trait turns a weapon into a ranged weapon when used. I personally wouldn't allow it.

Dual Thrower helps with this

https://2e.aonprd.com/Feats.aspx?ID=1951

Edit: Nm, doesn't help with Twin Takedown specifically, bummer


Blave wrote:
SuperBidi wrote:
As a side note, if your player is ok to drop the shield, he can go with 2 thrown weapons and use Twin Takedown instead, which works for both melee and ranged attacks.
I would strongly recommend consulting your GM before trying this. Twin Takedown specifically requires two melee weapons and the Thrown trait turns a weapon into a ranged weapon when used. I personally wouldn't allow it.

True, I forgot they changed that in the errata.


Quote:
You're going down the rabbit hole.

This forum is nothing *but* rabbit holes, so I don't see this as a particular barrier :)

Quote:
Whenever a GM tries to change game rules based on some arbitrary notion of realism, they're setting themselves up for failure.

Interesting blanket statement, I guess? Not relevant though since we are not discussing a rule change, just trying to find plausible interpretations where there is not a rule.

Quote:
And sine we are talking about the Rules section and not Homebrew, as a GM, you really to avoid infusing concepts or requirements that aren't explicitly stated. We know the rules aren't expecting a GM to contemplate a system of time per action, because there are no instructions to do so.

The rules already provide a system of time per action (3 per 6-sec round!), so we do not need a new one.

However I'll disagree with the second part of your comment: the rules only go so far in any TTRPG. A core part of the GM's job is precisely to infuse concepts that are not explicitly stated (the rest is storyline)... creative players will always try unexpected things that need a ruling or a rule. This is one such area.
The Rune says the weapon flies back "after the strike" but does not say "immediately" or "reappears instantly in the thrower's hand" or other language that indicates instantaneity. Neither does it say anything like "takes a round to return" or "takes an action to fly back" either.


BloodandDust wrote:
Quote:
Whenever a GM tries to change game rules based on some arbitrary notion of realism, they're setting themselves up for failure.
Interesting blanket statement, I guess?

I wouldn't call that a blanket statement. They specifically mentioned making a change based on "some arbitrary notion of realism." Whether you agree with that interpretation of the change you're suggesting or not the statement still holds: changing the game for an arbitrary notion of... well, anything for that matter, is a recipe for disaster in the long run.

BloodandDust wrote:
Not relevant though since we are not discussing a rule change, just trying to find plausible interpretations where there is not a rule.

I mean, technically if you want to get into semantics then yes, it's not about changing a rule but rather inventing a rule. The underlying point remains the same, though, and you even seem to admit the obvious fact that there is no such rule in this very reply. Making up a rule because there's something you'd like to explore further is pretty much the definition of 1 type of homebrew (the other being cutting or changing rules that don't work for your table).

If this "plausible interpretation" you speak of is simply the flavor of whether it works like a boomerang or if it teleports, then I would agree with you, but throwing mechanics on that interpretation is homebrew.


BloodandDust wrote:
The Rune says the weapon flies back "after the strike" but does not say "immediately" or "reappears instantly in the thrower's hand" or other language that indicates instantaneity. Neither does it say anything like "takes a round to return" or "takes an action to fly back" either.

You're technically not wrong if we look only at the words on the Rune with 0 context about this being a game with a rules system, but that doesn't really matter. The point remains that this is a fundamental part of how the rune works. So, we essentially have 2 options:

1. Assume Paizo's incompetent and didn't realize someone might want to know or at least have guidance on roughly how long it takes for the weapon to return.
2. Assume that no guidance on a specific duration was given because they thought it was clear how long it should take.

And for #2 the only reasonable amount of time is one that's irrelevant in terms of the action economy. It could be instantaneous or quick but still takes time, but either way the second that it starts affecting action economy it's no longer clear how long it should take and we're back in #1 territory.

Grand Lodge

To me, this is a very simple evaluation. Hunted Shot has a requirement of "you are wielding a ranged weapon with reload 0." A spear does not have 'reload 0.' Ranged projectile weapons are reloaded, ranged thrown weapons are drawn. Therefore, it does not qualify. Nothing in the returning rune description does it say it grants the weapon a reload rating. At best you could argue that a thrown weapon has a reload '—' rating, which is quite different than reload 0, again does not qualify for Hunted Shot.

As far as the analysis of time within a round, I think this is a futile exercise. Nothing in the ruleset breaks actions/activities down to a period of time other than the abstract unit of 'action.' To make the assumption that since a round is theoretically six seconds* and you get three actions, therefore an action is two seconds is a level of mathhammer that fails under scrutiny. Remember, there is a limit to how strongly you can apply real-world math/physics to the fantasy world. Aside from the obvious, well "magic" argument, most of our activities are narrative simulations representing real-world analogies, not exacting duplications. If you try too hard to apply these real-world fundamentals to the fantasy world, you will end up driving yourself crazy as there are countless examples of things working a certain way for reasons from simplicity to 'because I said so.'

* remember is round isn't a finite six seconds; only approximately six seconds per the text page 10 of the CRB
"The encounter occurs over a number of rounds, each of which is equal to about 6 seconds of time in the world of the game." -emphasis mine


For me the math-ing out of the returning weapon stuff isn't really an argument that hunted shot should or shouldn't work with a javelin, it's pretty clear it shouldn't by the rules. Applying real world physics to a magic/scifi/fantasy game should mostly happen when the results are awesome, funny, or both.

That said, I do think it's cool that a ranger that dedicates themselves to using ranged weapons can throw a javelin on par with our world's current record holder. I'm curious if someone at Paizo checked that or it just lined up that way on accident. Given that the accuracy requirements of Olympic javelin is "hit the field somewhere thataway" the -10 to accuracy for a Ranger feels right too.


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BloodandDust wrote:
This forum is nothing *but* rabbit holes, so I don't see this as a particular barrier :)

I see the rules forum as a place where people are trying to figure out how the rules work, as written. How do we resolve this situation without ignoring or adding rules?

When I say "rabbit hole" i mean a path on which one gets turned around and looses their sense of direction, and then never gets out.

If you are going to adjudicate that a Returning weapon takes some time to return, then we've got to think about how far you are throwing it right? I mean if it costs me an action to return it from 100ft, then shouldn't it cost me 10 actions to return it 100ft? Maybe we need to consider how long it takes to get there? After all, it's a thrown weapon and doesn't travel their instantly. So how fast does a thrown shuriken travel? What about a hand-axe? A javelin? Shouldn't the speed be affected by the STR score? And so on.

Quote:
Interesting blanket statement, I guess?

It's more of a general statement. If you start justifying new rules based on realism, you're going to have a hard time taking more than a few steps in a fantasy RPG coded for "balance."

Quote:
Not relevant though since we are not discussing a rule change, just trying to find plausible interpretations where there is not a rule.

Restricting an action, that is otherwise allowed, based on a parameter that the GM appends to an action would be a new rule, not an interpretation.

Quote:
The rules already provide a system of time per action (3 per 6-sec round!), so we do not need a new one.

That isn't a "system", it's a duration for an activity. That duration is needed because a "round" is a unit of combat and the game has lots of duration based timers that are based units of standard time. If you have a "1 minute" spell and you don't tell the players how long each round of combat last....

Quote:
A core part of the GM's job is precisely to infuse concepts that are not explicitly stated (the rest is storyline)... creative players will always try unexpected things that need a ruling or a rule. This is one such area.

Yes, we will have to disagree. I would submit that a GMs job, in this context, is to determine the outcome based on the existing rules. I would also maintain the game designers do not expect or require a GM to come up with a sub-system to resolve rules outcomes.

To put it another way, a GM isn't ever expected to figure out how much wood expands when a bridge gets flooded. Or what temperature a fire ball reaches when things catch on fire. I would put the time it takes for a returning weapon to return in this category.

Quote:

The Rune says the weapon flies back "after the strike" but does not say "immediately" or "reappears instantly in the thrower's hand" or other language that indicates instantaneity. Neither does it say anything like "takes a round to return" or "takes an action to fly back" either.

Exactly. That tells me, as a GM, that knowing such a thing is not a part of resolving any rules question that comes up involving this enchantment. In other words, If I am asking that question, then I know I'm doing it wrong.

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