Flaming and similar ammunition and command words

GodOfCheese

First Post
Per the SRD:

Flaming
Upon command, a flaming weapon is sheathed in fire. The fire does not harm the wielder. The effect remains until another command is given. A flaming weapon deals an extra 1d6 points of fire damage on a successful hit. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition.
I'm interpreting this as "you have to issue the command word (a Standard Action) to cause the weapon to sprout fire and begin dealing extra damage per hit."

How does this work with ammunition? Can I command my entire quiver of arrows to catch fire, or do I have to do it one at a time, or have them all in hand?
 

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GodOfCheese said:
I'm interpreting this as "you have to issue the command word (a Standard Action) to cause the weapon to sprout fire and begin dealing extra damage per hit."

Correct.

GodOfCheese said:
How does this work with ammunition? Can I command my entire quiver of arrows to catch fire, or do I have to do it one at a time, or have them all in hand?

I believe it was mentioned by the Sage that you could activate an entire quiver at once.
 

FWIW, we have not found our game adversely affected by ignoring the command-word activation for energy properties.

After all, you don't have to spend an action to activate Keen or Wounding or Seeking or...
 



Pyrex said:
FWIW, we have not found our game adversely affected by ignoring the command-word activation for energy properties.

Back when my games ran this way, I wouldn't say it terribly adversely affected my games, but it was noticeable to me that once we stopped, I did not need to put in quite as much effort preparing appropriate challenges. In other words, it definately caused a shift of power that I noticed, and did not like, once I realized it was there. Whether that is a big shift or not, I think is largely up to opinion.
 

Per the SRD (bold added):

Flaming
Upon command, a flaming weapon is sheathed in fire. The fire does not harm the wielder. The effect remains until another command is given. A flaming weapon deals an extra 1d6 points of fire damage on a successful hit. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition.

How does this work with ammunition? Can I command my entire quiver of arrows to catch fire, or do I have to do it one at a time, or have them all in hand?

As I read this, all ammunition AND weapons you have on you that possess the flaming property are activated by uttering the command word. I can't see where it says you have to wield it in order to activate it and I also can't see anything about different command words for the same property.
 

We usually ignore the standard action by leaving the power active all the time. 1) it doesn't harm the wielder (or presumably, the equipment held by the wielder) 2) it only does damage on a hit (which there is no 'hit' setting in a quiver).

Either that or we never thought to ask. Come to think of it, I don't actually recall seeing fire/cold/acid/sonic weapons used, I remember holy once or twice.
 

kreynolds said:
In other words, it definately caused a shift of power that I noticed, and did not like, once I realized it was there. Whether that is a big shift or not, I think is largely up to opinion.

Mabye it's just a group-style issue. The energy properties see very little use in most of the games I play in. One on a weapon isn't that big a deal, and who would want two when they can have Holy (or Wounding) instead?

Sure, not having to spend actions to turn them on/off makes them stronger, but, eh, *shrug*.

YMMV though. ;)
 


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