The description doesn't make it clear. Also, is it a kind of one-size-fits-all kind of thing, or do you have to specify exactly what kind of extra reloads you are buying.
Thanks
The description doesn't make it clear. Also, is it a kind of one-size-fits-all kind of thing, or do you have to specify exactly what kind of extra reloads you are buying.
Thanks
Most of my characters run with a single gun, so I don't need to worry.
If you have more than one gun ask your GM, if it bothers him you may have to buy seperate clips.
We play with extra reloads working for all weapons. Since it still takes a maneuver to get the weapon back in action, it's not that overpowering.
I run it as reusable, and allow all kinds of powered weapons to reload with it. It only costs 25 credits and weighs 1 Encumbrance, so that seems appropriate.
I am unsure as well but lean towards single use. That puts it firmly in the same bracket as stim packs and frag grenades.
I would use them as 'reusable' as long as you had time to do a stop-over in a space port or a town.
For example, if you had 2 Reloads and used one, but were able to make it to town, they're cheap enough where you could just happen to have purchased more wandering by a local shop or arms store.
Now if you were stranded someplace, I'd be counting those reloads carefully.
As far as I understand them, extra reloads are one-use and can be applied to any ranged weapon to ignore an "out of ammo" result.
I count them as single use as well since they are negating the out of ammo result. 25 credits once to never have that result seems wee OP IMO.
Unless specified as a one-use item, the extra reloads have no limitation on the number of uses. Examples of one-use items where it is specifically stated are stimpacks and emergency repair patches. This topic was discussed in depth a few months back:
The synopsis of options:
1. reuseable, with no limitations
2. once per scene, encounter, session, etc.
3. once per visit to "civilized area"
4. expendable
Again, unless specifically stated as being a one-use item, as established in the precedent of stimpacks, limited ammo, etc. option #1 is RAW, and the rest are acceptable house rules depending on GM preference.
I count them as single use as well since they are negating the out of ammo result. 25 credits once to never have that result seems wee OP IMO.
Especially since there’s an expensive talent whose sole purpose is to eliminate the need to ever again have to carry Extra Reloads.
IMO, it all depends on what’s really in those reloads.
If that’s Extra Reloads for a slug thrower, then it is an extra clip of ammunition that you can carry around with you. Sure, you can reuse the clip, but you gotta buy more ammo to put into it.
If it is more Tibanna gas for your blaster, then again — you need to somehow put more Tibanna gas in there, after you swap it out.
If it’s fully charged batteries for your electric whatzit, then you’re going to have to recharge those batteries somehow.
So, for me it depends on the story and what that Extra Reload is actually there to reload.
Edited by bradknowlesSo how is spending 25 credits every time you use a reload going to add to the game?
We've played it that they're one-use but interchangable. The basis for that ruling was, as Bradknowles points out, there's a Talent for the more powerful version and the Talent shouldn't be so niche that it rarely matters - like those rare times you are working without any equipment (escaping capture?) and pick up a weapon along the way.
Unless this makes it to errata, there seems to be enough reason to rule either way so just check with your GM.
Edited by PrettyHaleySo how is spending 25 credits every time you use a reload going to add to the game?
Because it is meant to be something bad that happens - paying 25 credits to never have to worry about your ammo ever, especially when there is a talent that does that, is insanely OP.
The talent in question also dispenses with the need to use a maneuver to reload and effectively prevents the "out of ammo" result from ever occurring in the first place.
I treat extra reloads as a multiple use item with a single maneuver required to draw and use.
If the out of ammo effect never applies to you, then it won't matter if the GM doesn't spend the Despair in that manner. If you have the talent you're asking for something worse to happen to you.
I don't remember if anyone posed this question up official channels. Personally I think they left it vague so each group can use it as they like.
Edited by mouthymercSo how is spending 25 credits every time you use a reload going to add to the game?
Well, if you didn’t have the cheap extra reload, then your combat would have gone much worse, really fast. At least you had the chance to reload and keep going, even though it cost you a small amount of credits and a maneuver.
I’d say that’s money well spent.
If the out of ammo effect never applies to you, then it won't matter if the GM doesn't spend the Despair in that manner. If you have the talent you're asking for something worse to happen to you.
I think that depends on your GM. If you have a GM who is actively trying to hurt you in the worst possible way every time he can, then I’d agree with you.
But then I’d also say that you would have to be a serious Masochist to keep playing with a GM like that.
Speaking only for myself, I’ve got much better things to do with my time than to keep playing with a GM who feels that their only purpose in life is to try to **** with you and your character in the worst possible ways at every single opportunity.
Been there, done that. Not interested in trying that route again.
Edited by bradknowlesIn the AoR CRB it's listed as Extra Reload. The way I read it it's a single use item because of the wording of Reload. If it was meant to be multiple use they would have used Reloads.
If the out of ammo effect never applies to you, then it won't matter if the GM doesn't spend the Despair in that manner. If you have the talent you're asking for something worse to happen to you.
Only if your GM is an absolute ****. In fact, it'd be much the same as if the GM didn't bother to assign setback dice to a PC's roll simply because the PC's got talents that would remove those setback dice.
A good GM, or at least one that wants their players to know that the talents they've purchased really do have value, will knowingly "waste" a Despair result to have a PC with the Spare Clip talent be out of ammo, simply so the PC can turn around and say "nope, I've got a talent that lets me ignore that!" As a GM, I've applied setback dice to skill checks for PCs whom I know full well have talents that would remove one or more of them, simply because I think the circumstances warrant the setback dice and it lets the PC make good use of that talent.
Agree 100% with Donovan. As a GM, you still need to have the player with the talent run out of ammo as often as you would do that to any other player.
Otherwise, you are just being a ****.
RAW: Reusable. It isn't listed as one use only.
Let me ask this question, how much did you pay to load the gun when you bought it or after each fight? Nothing.
This game is narritive and there are things that seem weird because of this. The game design is that you don't need to track the small stuff. That's why there are no rules for buying ammo (other than in-combat reloads), restocking medical supplies, food, fuel, ect.
25 credits may seem cheep, but the real cost is the 1 encumberance. I believe that the 1 encumberance on the Reloads was to show that the character is carrying a lot of ammo and can easily reload their weapon on the fly. Everyone else needs to wait until combat is over to dig through their bags to find ammo to reload their weapon.
If you want to put some limitation on the Extra Reloads, then the house rule my group went with was one use per combat encounter. That way you can make someone with Extra Reloads run out of ammo by giving them the same result twice.
RAW: Reusable. It isn't listed as one use only.
This game is narritive and there are things that seem weird because of this. The game design is that you don't need to track the small stuff. That's why there are no rules for buying ammo (other than in-combat reloads), restocking medical supplies, food, fuel, ect.
If you want to put some limitation on the Extra Reloads, then the house rule my group went with was one use per combat encounter. That way you can make someone with Extra Reloads run out of ammo by giving them the same result twice.
No argument on the RAW, but medical supplies--namely stimpacks--do need to be restocked. To some it may seem odd that stimpacks are treated one way and ammo packs are treated another.
As far as the limitation you mention, it's a good suggestion.
Well, how often do the PCs need to reload as opposed to regaining lost wounds?
Stimpacks are noted as "one use only" with zero encumbrance, as the PCs are likely to want to carry a bunch of them at any given time, and will quite likely be using them before too long. They're far more useful in comparison; I've played a character that went almost eight sessions without making use of the extra reload he carried, and for the most part this PC was using a heavy blaster pistol, so if anything he should have run out of ammo far more frequently. And by the time he did run out of ammo, I had a lighsaber to fall back on with the skills/talents to make good use of it.
RAW: Reusable. It isn't listed as one use only.
This game is narritive and there are things that seem weird because of this. The game design is that you don't need to track the small stuff. That's why there are no rules for buying ammo (other than in-combat reloads), restocking medical supplies, food, fuel, ect.
If you want to put some limitation on the Extra Reloads, then the house rule my group went with was one use per combat encounter. That way you can make someone with Extra Reloads run out of ammo by giving them the same result twice.
No argument on the RAW, but medical supplies--namely stimpacks--do need to be restocked. To some it may seem odd that stimpacks are treated one way and ammo packs are treated another.
As far as the limitation you mention, it's a good suggestion.
Stimpacks do need to be restocked, but they are specifically called out as one use. Extra Reloads is not labeled as one use only.
Actually, the medical supplies I was referring to was the standard Med Pack in the CRB. Not only does it never need to be refilled, but it actually creates a free Stimpack every encounter.
And I agree that it seems odd that Extra Reloads are not one use only. However, without the Extra Reloads you still get to reload your weapon after the fight. You are spending 25 credits and 1 encumbrance for the ability to reload during combat. Since you already get to reload after the fight for free, I think it's fair and balanced for the Extra Reloads to be reusable.
Really though, it comes down to what level of simulation realism the GM is looking for. If the GM wants to track everything that can be expendable, then great. Make house rules and play that way. Which for Extra Reloads seems to a common house rule. All that matters is that everyone is having fun.
Edited by Jamwes