Can you wind clockwork while it operates?


Rules Discussion


Primarily concerned with the clockwork bumblebees. They have a 10 minute wind up and a 10 minute operating time. It takes 1 pilot, 2 crew to fly, and can carry 1 passenger.

If you don't have to turn off a clockwork to wind it, the passenger could wind it in flight to keep it going.

Real world clocks don't have to be stopped to wind, but these aren't real-world clockworks.

I can't tell the design intent. RAW I think it works, especially if the bolded section holds that they're generally re-wound once they get half wound down.

https://2e.aonprd.com/Traits.aspx?ID=331

"Wind-Up: To remain operational, a clockwork vehicle or creature must be wound with a unique key by a creature. This takes an amount of time listed in the clockwork's wind-up entry, which also lists how long the clockwork remains operational once wound; after this duration, the clockwork becomes inactive and immobile until it's wound again. Some clockworks' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they have 0 time remaining. If it's unclear when a clockwork was last wound, most are re-wound approximately halfway through their operating time."


Windup Poppets would certainly hope so.

I don't think the rules actually specify. But PF2 is not a game to play with the GM trying to read loopholes into the rule wording to prevent players from doing things. The game uses the d20 to inject failures and setbacks into the story. The GM doesn't need to add more.


I've always assumed that you could wind a friendly clockwork creature or item while it's operating. Enemies can make checks to force them to lose operational time, so it'd be weird if you couldn't do that in reverse.


breithauptclan wrote:

Windup Poppets would certainly hope so.

I don't think the rules actually specify. But PF2 is not a game to play with the GM trying to read loopholes into the rule wording to prevent players from doing things. The game uses the d20 to inject failures and setbacks into the story. The GM doesn't need to add more.

Fair enough. This was actually going to be in use by an NPC and I needed to know how tempting it would be to loot/trade for.

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