advice on limiting Ready to draw items


Advice


Recently one of my players has made a Bombard Soldier, so grenades are his focus.
I have just found out he is carrying 14 grenades (not including his class one) and to me that seems impractical.
I am going to implement a limit on how many are on a bandolier for easy use. If a character wanted to run around with too many weapons, I would limit that too, but they have been reasonable so far and have had 3 weapons at most (1 character, 2 rifles and a melee glove)
I am wondering what people thought on this, I am thinking 6 or 8 (Nice friendly numbers to me) as my limit. Do people think I am being unfair?
As a side note, I do think that without a house rule, he would not have built this character. Grenades are bought as a refreshable item, as in if your character has a decent chance to resupply from an Allied facility (I count their ship as one) they can rearm that grenade.


Eh... is he even throwing more than six per combat? A bandolier can be restocked between combats after all.


So far, he has used 2 or 3 in one combat. The restocking the bandolier between fights is exactly how I see it, if he hasn't put his Flash grenade on the bandolier, then he need to take an action to fish it out.


WW 2 grenade vest can hold 11 grenades and doesn't look like it even takes up the belt area/ 14 for someone where it;s their thing doesn't seem unreasonable.


A quick google search for 'grenade bandolier' shows most with 10-12 pockets each. I think I would just leave it alone.


Issue with that belt is the VB grenades they carry are fired from a rifle, so no pin mechanism. They were placed in a cup at the end of the rifle so they didn't need quick drawing. I will keep it in consideration, every bit of intel helps


Wesrolter wrote:
Issue with that belt is the VB grenades they carry are fired from a rifle, so no pin mechanism. They were placed in a cup at the end of the rifle so they didn't need quick drawing. I will keep it in consideration, every bit of intel helps

I don't see how that follows. If you fire one of these things off from the gun and there's another tank coming or you miss you're going to want another one in the gun asap...


I am thinking more game turns I suppose. The vest is for grenades which require a move action before firing with a standard where as your thrown grenades are drawn as part of the action. Maybe my brain is being a bit to obsessive with the actions required for those grenades use.

Edit to add: I missed Garrets post. I will need to draw a line somewhere, I know he will end up buying more grenades (Why wouldn't he?) and still want to carry around the old ones. Also, the ones I see for thrown grenades, not the ammo variant tend to only show 8. That's most likely my brain being pedantic about it to be honest, thus the reason for asking here


The move action is (reposition rifle to reload +draw grenade +stick grenade in gun+re re position rifle to shoot) which means that the draw grenade part is practically free anyway.

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