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Weapon Locker is Bogus

Are there plans in place to allow us to move specific natural weapons other than the fist to and from the locker? Or is this something that's working out to be more complex?
 
Thanks, just tossing out ideas. Right now it's not "visible" from the Play screen and takes 4 clicks to get a weapon back, 6 If I have to toss a weapon into the locker first, so 12 mouse clicks to temporarily switch a weapon for a round.

Maybe the Weapons Locker could be shown on the play tab as well with the other weapons and can be hidden/shown? So just another category, Melee, Ranged, Weapons Locker.

And with that, the menu option to "move to character" can just be exposed directly as a button vs buried in a menu item?
 
I'm not opposed to using a weapons locker if it's easy to use, but as Jamz said, it's currently not. I hope you guys can find some kind of solution for activating/deactivating weapons on the play menu. "Equipped weapons" would be a cool way to delineate this. Not using a weapon? You don't need to have the math calculated.
 
@Koro I love that idea personally. A more cumbersome solution would end up being more work for some of the less techy folks around my table (and thus, me)
 
If it were that easy, we'd have already done it that way. :(

We've been discussing some possible approaches. However, we've also been in crunch mode getting everything into place for the new Bestiary 2 book for PF2 (which we weren't given adequate lead time on). So we haven't yet been able to try out those ideas and see if they will be viable.
 
@Rob, makes sense! Any notion of being able to move specific natural weapons in and out of the storage locker? I hope it's not some hardcoded way when they have the natural weapon tag or something similar that they all function as a group.
 
So, after reading this thread, I understand the server performance hit that "too many" weapons was causing. I'm completely fine with stacking multiples of the same weapon. However, I thoroughly hate this 6 weapon limit.

A no-frills warrior with a sword (slashing & piercing), mace (bludgeoning), shield (thus shield bash), fist for brawls, and a crossbow for ranged and backup dagger is at the limit. If he picks up a lance or a variant weapon like a silver dagger, I have to start bumping items to the Locker.

If everyone is playing and has a HLO account up & running, it's manageable but the only scenario where that works in my world is when it's just me and my kids. I run for a group of friends and I'm trying to limit electronic devices at the table and I can already see sessions grinding to a halt as players wonder why they can't find a weapon stat block on their character sheet.

I'm definitely in the pro-HLO camp, but this sucks.
 
Cool, thanks for the info. I wanted to make sure it wasn't some rule I was missing since I use HLO a lot to verify I'm not messing up rules. :-)

I wouldn't recommend using HLO for this until it matures some more. right now there are still enough bugs that it's not trustworthy for rules-verification yet. double check everything with the real rulebooks (and published errata).
 
I'd love to see natural weapons count as half as these often tend to be "bundled" ie bestial mutagen, claws + tail + jaws for lizardfolk.
 
Fighter Weapon locker problem

I keep having problems with my Fighter with the Weapon Locker. Namely I keep getting issues with it saying I am at my 6 weapon max when I have less than 6 weapons. Currently I have a shield boss, a shortsword, fist and a composite bow, with 10 arrows in the ammunition and it says I am over the limit and won't let me add anything else. But I have had similar problems in the past with this character. I seems it may be related to having a shield boss on the shield, but I am not sure.
 
Do you have any alchemist bombs, holy water, et cetera? Sometimes gear like that shows up in the play tab but not in the character builder weapons tab.
 
Do you have any alchemist bombs, holy water, et cetera? Sometimes gear like that shows up in the play tab but not in the character builder weapons tab.

No. In fact the Play Tab doesn't even show the shield boss. So it only shows 3 weapons.
 
As a somewhat low-tech player/gamemaster with low tech players, I am using Herolab to keep track of character stats and print out updated character sheets for them each session. I've noticed that by putting a weapon in the locker, it no longer displays on the printout. Have I overlooked something? I don't mind the concept of the storage locker for lesser used weapons being hauled out of a dungeon for resale or base storage, but if it's not on the character sheet my players may well lose track.

Follow up questions - does putting a weapon in the storage locker still reflect in the Bulk total?

While I'd prefer the limit be raised to 7 or 8 for reasons listed above, as long as the weapons and their bulk are listed somewhere on the printout I would be fine with it.
 
Another follow up question to my last post - if you put a stack of weapons in the locker, the locker only displays a single copy. So if you find 6 silver daggers and put them in the locker, the locker currently shows a single silver dagger. Clicking the item in the locker doesn't show that it's a stack either. Can that be fixed with even a simple "(x6)" on the display or such, maybe?
 
Well I feel like an idiot now, the Weapons Locker displays quantity just fine, I just made a different error beforehand and didn't realize it. If the mods would be so kind as to remove my previous post and not annoy the more savvy forum members with my ineptitude, I would be grateful. :)
 
Its there any way to remove the bulk from weapons in the storage locker?

I got more than 6 weapons, but I want to store it in a null-space chamber to reduce the bulk. I can't seem to do that with the weapon storage locker.
 
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