I on the other hand would apply a combination of Ockham's Razor and the definition of the term. A Reload is something you consume to reload your weapon. Thus, after a Reload has been expended, the weapon is re-loaded, and can be used until a Complication is triggered.Ilias Bethomael wrote:I'd say page 273 takes precedence, because it is a clear statement with regards to the mechanics of reloads, whereas the Complication's meaning for the mechanics of relaods is merely implied.
If it were otherwise, we'd end up with the weird consequence of a character spending an action to reload their weapon, only for the gun to remain useless and the ammunition vanishing into thin air because their Reload counter ticked from 1 to 0.
I feel like it's weird timing to shift from forums to Facebook now, considering the change in social media trends. And I'm sure I'm not the only member of the target demographic who started avoiding that platform lately.Mossback wrote:I can see the utility of using the Facebook page, as more people are likely to see responses there if they follow Ulisses. But I like the forums as they are more easily searchable.
Ah! Can you also get us the previously teased verification concerning grenades using Reloads, while the topic is being discussed?USNA Jason Peck wrote:Nonetheless, I've kicked this particular issue to the developers and hope to get a specific ruling ahead of the FAQ. I hope to have a better answer for you soon.
Personally, I'd prefer if grenades would just serve as "unlocks" rather than using both a separate pool and Reloads. Less tracking that way, and it's more consistent with how Reloads function in terms of auto-refreshing -- whereas I take verispex' answer to mean that whilst Reloads do refresh, and you can use Reloads as grenades, newly refreshed Reloads can not be used as grenades when you don't start the game with at least 1 "physical" grenade. I'm sure you can see why that sounds needlessly complex.
Best of luck getting settled in, and thanks for your responses here!