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Extra turn for loading crossbow

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Re: Extra turn for loading crossbow

Postby Thrawn » April 21st, 2012, 7:31 am

Daedalus wrote:That's why my first Crossbow entry in this thread didn't include a reload description--I figured it was simpler to just restrict movement while firing. The original rules didn't bother with the loaded or unloaded condition for simplicity, but if an evil sorcerer wants that option, go with the second Crossbow description. A card or disc with the "loaded" and "unloaded" descriptors is a logical extension of this detailing, but that requires an extra step of record keeping that may be forgotten (as Goblin-King pointed out). There is no penalty for forgetting to flip, as the token/card is already set as loaded. Maybe the token or card should be flipped to unloaded before a Crossbow could be fired. The evil sorcerer would have to keep an eye on this.



Move or fire is superior to "reload" rules in my mind too for exactly the same rules. I don't want to track something extra for a weapon.


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Re: Extra turn for loading crossbow

Postby el_flesh » April 21st, 2012, 9:58 am

Leave it up to the player. The more control they have over their character, the more fun it can be!
Just make sure they don't cheat on it...
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Re: Extra turn for loading crossbow

Postby Daedalus » April 23rd, 2012, 7:01 pm

Thanks for the feedback on tracking bolts fired. Others' perspectives are great seeds for new thought. The idea behind putting a price on a quiver goes a long way to balancing the most unbalanced weapon in HQ, but the extra record-keeping isn't very appealing. I have another solution involving Crossbow ammunition that doesn't require tracking the number of bolts fired, but it goes even more off-topic. Therefore, I'm starting a new thread: Recovering Daggers and limiting Crossbow arrows.
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