I am making an battle smith artificer class, and am looking at the repeating shot infusion. In it it states that if there is no ammunition then one would be created for it and it also ignores the loading properties. Does this mean it would work for a gun like flint lock or the bad news? Or are guns exluded from this infusion?
""""Technically"""" The Bad News doesn't have the loading property bc Matt Mercer didn't think to include it in the block for some reason but I think it's safe to assume that it does/should mechanically. Otherwise it'd be already eligible for multiple attacks per turn, which would be way too powerful.
Well, it's important to consider that the firearms from Matt Mercer work off a homebrew Reload property that's distinct from the Loading property. Looking at the DM's Guide, there's a section that talks about incorporating firearms into a campaign that places them into different categories: Renaissance, Modern, and Futuristic. Renaissance firearms have the Loading property and RAW would work with Repeating Shot, while the Modern and Futuristic categories use a Reload property similar to the one Mercer uses, and that's where the rules get a little muddier.
All this said, Firearms Proficiency using the rules from the DM's Guide is provided as an optional rule if the DM allows it, and the rules used by Mercer aren't all THAT different. I think this would work as an instance of RAI and say Repeating Shot should work for them, yes.
Bottom line: Repeating Shot is capable of producing ammunition for an infused ranged weapon, and allows the weapon to be used at your character's normal rate of attack.
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In some ways that's kind of the nice thing about Firearms... they're all homebrew anyway, even if Mercer's close relationship with D&D Beyond has the rules for them shared side-by-side with the official rules. So you can pretty much use whatever rules work at your table.
""""Technically"""" The Bad News doesn't have the loading property bc Matt Mercer didn't think to include it in the block for some reason but I think it's safe to assume that it does/should mechanically. Otherwise it'd be already eligible for multiple attacks per turn, which would be way too powerful.
Actually, what it is missing is the ammunition property. The reload property effectively replaces both the loading and ammunition properties' functions.
In some ways that's kind of the nice thing about Firearms... they're all homebrew anyway, even if Mercer's close relationship with D&D Beyond has the rules for them shared side-by-side with the official rules. So you can pretty much use whatever rules work at your table.
The gunslinger firearms are essentially homebrew, but there are official firearms in the DMG (though up to DM to allow).
I would personally rule that repeating shot works with the reload property, but that is not RAW.
I am making an battle smith artificer class, and am looking at the repeating shot infusion. In it it states that if there is no ammunition then one would be created for it and it also ignores the loading properties. Does this mean it would work for a gun like flint lock or the bad news? Or are guns exluded from this infusion?
""""Technically"""" The Bad News doesn't have the loading property bc Matt Mercer didn't think to include it in the block for some reason but I think it's safe to assume that it does/should mechanically. Otherwise it'd be already eligible for multiple attacks per turn, which would be way too powerful.
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Well, it's important to consider that the firearms from Matt Mercer work off a homebrew Reload property that's distinct from the Loading property. Looking at the DM's Guide, there's a section that talks about incorporating firearms into a campaign that places them into different categories: Renaissance, Modern, and Futuristic. Renaissance firearms have the Loading property and RAW would work with Repeating Shot, while the Modern and Futuristic categories use a Reload property similar to the one Mercer uses, and that's where the rules get a little muddier.
All this said, Firearms Proficiency using the rules from the DM's Guide is provided as an optional rule if the DM allows it, and the rules used by Mercer aren't all THAT different. I think this would work as an instance of RAI and say Repeating Shot should work for them, yes.
Bottom line: Repeating Shot is capable of producing ammunition for an infused ranged weapon, and allows the weapon to be used at your character's normal rate of attack.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
In some ways that's kind of the nice thing about Firearms... they're all homebrew anyway, even if Mercer's close relationship with D&D Beyond has the rules for them shared side-by-side with the official rules. So you can pretty much use whatever rules work at your table.
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Actually, what it is missing is the ammunition property. The reload property effectively replaces both the loading and ammunition properties' functions.
The gunslinger firearms are essentially homebrew, but there are official firearms in the DMG (though up to DM to allow).
I would personally rule that repeating shot works with the reload property, but that is not RAW.
Yeah, it technically isn't RAW but but when you look at it in terms of role play instead of mechanics I'd say it's definitely a matter of RAI.