Christine Bjorn:
Sling Bullets are $0.1 each, so if kromm suggests that they cost a minimum of $1 each before CF values are factored in, it will increase the cost of ammunition by 10. Hence x10.
Ah, Right, he recommends that for
all ammo that costs less than 1$, so it's not a "flat x10", as unshaped stones are cost $0, shaped stones are 0.05$, and sling rocks are already $1.
And if you extrapolate up a sling bullet for a heavy sling would probably cost $2. Probably.
quote:
Otherwise, sling ammunition CFs are: +19 CF for silver, +4 CF for Balanced, for a total of 1+23 CF = original cost x 24 = $2.40 per balanced silver bullet. For cornucopia quiver, $2.40 x1000= $2,400, + $10 = $2,410.
Exactly. And if the GM makes the mistake of allowing Fine to affect piercing damaging...
Makes me occasionally question my decision to have Jednesa be a thrower instead of a slinger... SM+2 heavy sling with 5 pound lead bullets? That's sw+7 cr damage. Makes her thr+2 cr thrown rocks seem downright anemic.
(But the real difference is when her ST adds in, thrown rocks are doing 3d+2, those sling bullets would be 7d+11... and if she could make a Powerblow roll, that's 9d+7...
/shockedpikachuface.jpg
... yes, she was in the "siege weapon" company of The Great Army for a reason. I shoulda gone with slings...)
quote:
Ironically, there is a Cantrip in Thaumatology that can fill the role of a Cornucopia quiver for regular sling ammunition for earth mages, for the cost of a single character point (plus all the points for being able to cast earth magic) if you go round with a pouch full of earth:
Pebbles: Whenever you need a small stone (e.g., sling ammo), you can just reach into loose soil, sand, or rubble and find one of the size you need. If you have a pile of actual pebbles, you can pull out one that’s a specific shape – say, the perfect size to plug a hole. Earth.
Yeah, if the GM allows it. I do, but with a few Prereqs, Magical School Familiarity Perk (a school that specializes in either Earth College or Cantrips) and Seek Earth at 16+.
Side note, now that Spell Perks have come up, something I've been thinking about is most Clerics and Wizards with Continual Light should drop a point on Convenience Casting (Continual Light). As long as the PC has 4 hours of "mundane/restful? time per day, they cold always have 7 Light Stones fully 'charged up' and ready to go. (It's changing the wording from "7 rooms full lit" to "7 light stones".)