![]() Just like in the same way that even though Pathfinder has a lot of magic, some GMs run low or even no magic settings. They should have just restructured their assumptions to be free normal ammo, with ways to prevent the recharge.Īs others have mentioned before, if you don't like the battery rules, you can simply choose to not play with them - even if the game is balanced around them. I was expecting public recharging stations with minimal or no charge for the service. I was expecting batteries to have a huge advantage in terms of flexibility and reuse over other forms of energy. This is the opposite of what I would expect in a science fiction game. Other forms of ammunition do not appear to have this restriction - you can count bullets but not charges.Įvidently the storage capacity changes something about electricity since the cantrip to move charges from one battery to another only works with identical battery types. Space suits on the other hand can have their life support completely recharged for free on any ship or station.īatteries do not appear to have a readout for how many charges are left. I've borrowed a friend's pad to read through some of the rules.īatteries cost half their base price to recharge, although they do state some ships may allow for recharging. But in an emergency it is probably worth the risk. Also technowizards can in a pinch recharge batteries although doing so sounds like it has a chance of wrecking the battery. And they do have the armor mod that allows for some charging while moving. Having to save your ammo and use melee weapons/and good tactics and creativity to survive. I think when the tech guide comes out we will probably see some more charging options for wild planet/non inhabited areas. ![]() At least you would have to give players some hints, as some builds could be completely screwed over in those circumstances. But their does seem to be a lot of assumptions that the players aren't (for example) going to be stranded on an uninhabited planet where they have to survive against deadly native wildlife (not an uncommon space opera scenario). It's easy to introduce ways to recharge the batteries, and trade goods can replace credits. There are some limited ways to recharge batteries that can be included. Does it, though? There are weapons that don't require charges or ammunition. This, combined with the need for credits, rather limits the freedom of the GM in the kinds of story they can tell. Granted if you're fighting nothing but enemies that don't use equipment then the GM should keep an eye on loot so that it stays around recommended WBL. They may be fighting beasts and monsters, greys who attack with their mental powers, or aliens from another part of the galaxy who use an incompatible battery format. You are assuming the players are going to be fighting intelligent foes using compatible technology. Many enemies are going to be carrying spare battery packs (as well as the battery packs in any energy rifle or weapons as they come with one), theres an armor mod that restores charges to batteries by walking, and casters can recharge batteries for spells.
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