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<blockquote data-quote="Sigurd13" data-source="post: 4723064" data-attributes="member: 82662"><p>Typo! Thanks for catching it!</p><p> </p><p></p><p> </p><p>Alex, </p><p> </p><p>Under normal conditions (ie-when using the weapons for either ranged basic attacks or power attacks), they cost nothing to load (Load Free property). This ensures that a player's actions don't get bogged down by a bunch of random penalties just for doing what they'd normally do with a sword, dagger or crossbow. </p><p> </p><p>However, if a character were going to use the special powers that make the gun what it is (the alt fire capabilities) then it was necessary to have a cost to use it for balance sake. I chose to force the character to spend a combat action. </p><p> </p><p> </p><p> </p><p>I did this so that a player who chose to use firearms could do so without being penalized just for wanting to imagine a character with two pistols instead of two daggers. This is also why I elected to keep the damage output similar to normal weapons. For all intents and purposes, these guns should seem little more than daggers or bows or javelins that have been 'reskinned' to look like guns.</p><p> </p><p>However, to just say to the characters "well, if you want a gun, just use a crossbow and we'll say it's a gun" isn't enough. There are certain things that a gun can do that a crossbow can't; it doesn't have to be loaded every round, it has multiple firing modes, it's damage and properties are different, etc. </p><p> </p><p>So I chose to add the alt fire[] properties to guns. But as you can see, some of them are fairly powerful... more powerful than some at will abilities. And for that there had to be a balancing factor. So, in exchange for getting a different attack with a different attack type and different properties, you must (at some point) spend a minor action before using the weapon again. </p><p> </p><p>This way, the character sacrifices nothing to use the gun as is... but it costs them something to use the extra abilities. After all, there are several other key powers that rely on minor actions (healing powers, fighter's mark, hunter's quarry, etc) and so the character has to choose whether to use these powers or use the alt fire on a weapon. This seems to be in keeping with the central theme of 4e, that is, resource management. </p><p> </p><p> </p><p></p><p><u><strong>Short Answer:</strong></u> The only time the player has to spend a minor action to <em>reload </em>is after using the alt fire capability. Until the weapon is <em>reloaded</em> by using the Reload combat action (and spending the minor action to do so) the player cannot attack, use powers, take immediate actions, basic attack actions, opportunity attacks, or any other action <span style="color: Red"><em>that involves attacking with the weapon</em></span>. Otherwise, loading is a free action.</p><p> </p><p>This was done to make guns accessible and comparable to regular weapons (which should hopefully be incentive enough for characters to try them) while providing extra 'oomph' for a small price, preventing overuse and abuse (hopefully!).</p><p></p><p>Hopefully that clears up the confusion some?</p></blockquote><p></p>
[QUOTE="Sigurd13, post: 4723064, member: 82662"] Typo! Thanks for catching it! Alex, Under normal conditions (ie-when using the weapons for either ranged basic attacks or power attacks), they cost nothing to load (Load Free property). This ensures that a player's actions don't get bogged down by a bunch of random penalties just for doing what they'd normally do with a sword, dagger or crossbow. However, if a character were going to use the special powers that make the gun what it is (the alt fire capabilities) then it was necessary to have a cost to use it for balance sake. I chose to force the character to spend a combat action. I did this so that a player who chose to use firearms could do so without being penalized just for wanting to imagine a character with two pistols instead of two daggers. This is also why I elected to keep the damage output similar to normal weapons. For all intents and purposes, these guns should seem little more than daggers or bows or javelins that have been 'reskinned' to look like guns. However, to just say to the characters "well, if you want a gun, just use a crossbow and we'll say it's a gun" isn't enough. There are certain things that a gun can do that a crossbow can't; it doesn't have to be loaded every round, it has multiple firing modes, it's damage and properties are different, etc. So I chose to add the alt fire[] properties to guns. But as you can see, some of them are fairly powerful... more powerful than some at will abilities. And for that there had to be a balancing factor. So, in exchange for getting a different attack with a different attack type and different properties, you must (at some point) spend a minor action before using the weapon again. This way, the character sacrifices nothing to use the gun as is... but it costs them something to use the extra abilities. After all, there are several other key powers that rely on minor actions (healing powers, fighter's mark, hunter's quarry, etc) and so the character has to choose whether to use these powers or use the alt fire on a weapon. This seems to be in keeping with the central theme of 4e, that is, resource management. [U][B]Short Answer:[/B][/U] The only time the player has to spend a minor action to [I]reload [/I]is after using the alt fire capability. Until the weapon is [I]reloaded[/I] by using the Reload combat action (and spending the minor action to do so) the player cannot attack, use powers, take immediate actions, basic attack actions, opportunity attacks, or any other action [COLOR=Red][I]that involves attacking with the weapon[/I][/COLOR]. Otherwise, loading is a free action. This was done to make guns accessible and comparable to regular weapons (which should hopefully be incentive enough for characters to try them) while providing extra 'oomph' for a small price, preventing overuse and abuse (hopefully!). Hopefully that clears up the confusion some? [/QUOTE]
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