What about something that has a 'magazine' or a six shooter, where the ammo is already in it and ready to repeat fire?
I don't know if any such thing as magazine exist in 5E24 but if one did the wording would likely address it.
Same as before, the DMG has modern and futuristic firearms. Once you go through ammo capacity, it takes an Action or Bonus Action to reload. Now, getting at those in the first place is up to the DM.
What about something that has a 'magazine' or a six shooter, where the ammo is already in it and ready to repeat fire?
I don't know if any such thing as magazine exist in 5E24 but if one did the wording would likely address it.
Same as before, the DMG has modern and futuristic firearms. Once you go through ammo capacity, it takes an Action or Bonus Action to reload. Now, getting at those in the first place is up to the DM.
Oh yeah you're right i forgot as i never really used these. They have the Reload property;
Reload
You can make a limited number of shots with a Reload weapon. You must then reload the weapon as an action or a Bonus Action.
You can still stow one weapon and draw another in between attacks, as you get one free object interaction that must be used during a movement or action. So if you wanted, you could fire a Heavy Crossbow, stow it with the free equip/unequip that comes as part of an Attack action, then use your free object interaction to draw a Longbow and fire that.
That said, am I the only person finding this constant "weapon juggling" discussion tedious? If you brought a character like this to a real table, you'd be laughed at, if not directly to your face, then definitely behind your back, for the needless complexity of it all.
You can still stow one weapon and draw another in between attacks, as you get one free object interaction that must be used during a movement or action. So if you wanted, you could fire a Heavy Crossbow, stow it with the free equip/unequip that comes as part of an Attack action, then use your free object interaction to draw a Longbow and fire that.
That said, am I the only person finding this constant "weapon juggling" discussion tedious? If you brought a character like this to a real table, you'd be laughed at, if not directly to your face, then definitely behind your back, for the needless complexity of it all.
I blame video games. This is the TTRPG equivalent of action cancelling. IE: Its technically valid.... but outside of very specific competitive scenes (speed running, tournament, etc) its seen as very try hard. I'd let it slide occasionally, if there is a very specific thing wanting to be done, and theres a tiny window to make it work. But if you're doing it all the time, it starts to get obnoxious, as they have to make the call outs each turn.
And I'd be a malicious enough DM to start incorporating disarms and handiness to complicate that rotation.
My impression is that the Devs wanted to bring melee or thrown weapon user on par with ranged weapon one.
Drawing a thrown weapon as part of the attack
VS
Drawing an ammunition is part of the attack
What about something that has a 'magazine' or a six shooter, where the ammo is already in it and ready to repeat fire?
I don't know if any such thing as magazine exist in 5E24 but if one did the wording would likely address it.
Same as before, the DMG has modern and futuristic firearms. Once you go through ammo capacity, it takes an Action or Bonus Action to reload. Now, getting at those in the first place is up to the DM.
Oh yeah you're right i forgot as i never really used these. They have the Reload property;
you would be correct if that's how the wording for the free stow and draws work. But they say specifically on each attack in the attack action.
The new SRD 5.2.1 has a conversion guide from SRD 5.1 to SRD 5.2.1 for creators looking to update their materials SRD v5.2.1 - System Reference Document - D&D Beyond
It contains the following text confirming that you're intended to be able to equip and unequip on each attack of the Attack action;
You can still stow one weapon and draw another in between attacks, as you get one free object interaction that must be used during a movement or action. So if you wanted, you could fire a Heavy Crossbow, stow it with the free equip/unequip that comes as part of an Attack action, then use your free object interaction to draw a Longbow and fire that.
That said, am I the only person finding this constant "weapon juggling" discussion tedious? If you brought a character like this to a real table, you'd be laughed at, if not directly to your face, then definitely behind your back, for the needless complexity of it all.
I blame video games. This is the TTRPG equivalent of action cancelling. IE: Its technically valid.... but outside of very specific competitive scenes (speed running, tournament, etc) its seen as very try hard. I'd let it slide occasionally, if there is a very specific thing wanting to be done, and theres a tiny window to make it work. But if you're doing it all the time, it starts to get obnoxious, as they have to make the call outs each turn.
And I'd be a malicious enough DM to start incorporating disarms and handiness to complicate that rotation.
Very much not. I have zero patience for weapon juggling shenanigans and it's never going to fly at my table.
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