Dungeon Master
Posts: 1531
Joined: Saturday, 5th March 2011, 06:29
Re: Proposal: Launchers with Infinite Unbranded Ammo
crate wrote:autopickup already picks up your starting launcher's ammo now
Yes, I don't think there is any interface problem with ammo management, also a Hunter's melee and ranged weapons start on a and b respectively so you can just press ' to swap between them.
Additionally, I think it's entirely appropriate thematically that a Hunter class should learn some melee. Think of a hunter/trapper type in the wild - I imagine such a person being just as expert with a knife/dagger as with a bow, sneaking up on prey when they didn't want to risk ammo (if anything I would suggest exchanging their starting sword for a dagger).
However the AM doesn't start with any melee weapon and it seems more natural to allow them to use magic to overcome ammo limitations (hell, this a major draw of Corona in the AM book). Of course this is only relevant in the early game or if you're extremely unlucky with finding your chosen type of ammo (and from my own playtesting I've found arrows significantly easier to manage than other types of ammo). So I think this is appropriate for a low-level spell which becomes useless at a certain point in the game when you have plenty of sources of ammo anyway.