| Sterlingclaw |
Hello everyone!
So there has been some debate in my non-PFS group about what happens when you attach a bayonet to a weapon.
For true combination weapons, the rules state that to go from melee>ranged you can just attack, then your weapon is in ranged mode, and it takes an action to reconfigure it before you can make a melee strike.
Is that what happens if you affix an bayonet to an existing weapon?
The alternative argument was made that putting a bayonet onto a ranged weapon did not make it a combination weapon, so you could shoot then make a strike with the bayonet without having to take an action to switch.
What say you, rules lawyers? Does affixing a bayonet make it a combination weapon, subject to the combination rules, or does it just let you have two weapons in one and can use either method to attack (more like a thrown weapon, I guess)
| HammerJack |
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Combination weapon rules have nothing to do with this, no. It is an attached weapon. There is no mode switching. There is no sharing of runes between the ranged weapon and the attached weapon. There is nothing in the rules suggesting that either woukd be the case.
| Sterlingclaw |
okay so attached weapons let you use either a ranged attack or a melee attack freely between the two without needing to change grip, is what you're saying, if I read it correctly.
The reason we discussed it being different, originally, is that when you're attaching a spike to a shield, you're using the shield the same way to make an attack whether it has a spike on it or not. However, pulling the trigger of a ranged weapon requires you to hold the weapon differently than you do when you're going into strike with a bayonet. That was the line of thinking.
| Finoan |
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The reason we discussed it being different, originally, is that when you're attaching a spike to a shield, you're using the shield the same way to make an attack whether it has a spike on it or not. However, pulling the trigger of a ranged weapon requires you to hold the weapon differently than you do when you're going into strike with a bayonet. That was the line of thinking.
That is narrative description.
Yes, there is practically no difference in narrative description between a Dagger Pistol and a Flintlock Pistol with an attached Bayonet.
But there are mechanical differences. The action needed to switch between modes or not, the difference in range increment, and how many runes you need to buy being the main ones.
As far as mechanics though, you should be using the mechanics for the weapon that you are using. A Flintlock Pistol with a Bayonet does not have the Combination trait and so does not follow the Combination trait rules.
| Captain Morgan |
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You can add "gunslinger proficiency" to the list of relevant differences since G&G got remastered.
Attached weapons vs combination weapons epitomizes the complexity of guns in this system. The differences are specific and significant. In a vacuum at level 1, attached weapons + gun is usually stronger, both for action economy and for damage die + traits. Saving on rune costs were the original advantage of combination weapons, which means they had no advantage when ABP was being used. Now, gunslingers will probably stick with them for the sake of proficiency despite their weaker starting stats.
That said, if you're not planning on building a switch hitter you lose very little at low levels sticking a bayonet and reinforced stock on a primary fire arm, just in case you need it.
| Finoan |
You can add "gunslinger proficiency" to the list of relevant differences since G&G got remastered.
Hmm... Let's see here...
Ah, yes.
If you are using a combination weapon whose ranged form is a firearm or crossbow, you use your proficiency with firearms and crossbows for attacks made with the melee portion of that weapon.
So the Dagger Pistol in melee mode would still use the Fighter-tier proficiency that Gunslinger has, while a Bayonet would not.