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I have a number of issues with having firearms in a medieval fantasy RPG.
I agree with the above posters about the "storybook" feel of a fantasy RPG, and I think that is one reason.
The technological aspect is another issue; the "early firearms" used in Pathfinder date from 1600 onward and were still in use in the early 1800s in the Napoleonic Wars. More primitive firearms such as matchlocks were in use by about 1450 but these firearms are already out of date in Golarion. The "advanced firearms" date from the 1850s during the industrial revolution. If there are revolvers, how come there aren't Gatling guns? The Gatling Gun was invented about 20 years after the revolver. However, this is not quite as big a deal for Golarion which has many modern inventions, such as the printing press and transparent glass. You may prefer to play an FRPG in the medieval era but Golarion is really set in the early modern era.
The big problem I have personally is that hand-held guns are a big cultural game-changer. They redefine the way warfare works. They are relatively simple to make, and gunpowder is also easy to manufacture. They are simple to use, which means that troops take much less training to prepare for war. Firearms were powerful enough even in the 1500s that one either had to wear very heavy armor or not bother with armor at all. Practically speaking once a culture with decent metallurgy is introduced to firearms, guns should be ubiquitous in that culture within a generation or so. Nearby cultures without the means to make them will also see their value and start trading for them.
Pathfinder restricts guns in ways that are implemented for game balance but make no sense in terms of the game world, and they come up with some contrived explanations as to why this is the case.
* Firearms are exotic weapons, when they should be simple weapons. The big advantage of firearms is that they are easy to use.
* Firearms are ridiculously expensive, when the craftsmanship required to make firearms is not significantly greater than that needed to make a decent sword. If you can get a katana for 50gp you should be able to get a musket for 20gp.
* Firearm ammunition is extremely expensive, despite the fact that all the materials needed to make it are cheap and easy to obtain.
* Practically speaking you need to play a specific class to use firearms competitively, or to even have access to a firearm early in the game. And that class is only effective with firearms. (I would have been much more comfortable with the gunslinger if you could make gunslingers that use other types of weapons).
All these things are in place to prevent the widespread use of firearms in the game. If that is important, why have them in the game at all?
The one balancing factor that would have made firearms reasonable would be to use realistic technological effects. For example:
* Reloading times. A smoothbore musket would take about 30 seconds (5 combat rounds) for a new recruit to reload and fire. A veteran could do it in 20 seconds (3 combat rounds).
* Smoke. Smokeless powder was not invented until the 1880s. Prior to that firing a gun produced a significant cloud of smoke and repeated shots would cloak a battlefield in smoke. Gun rules should include concealment rules based on this.
* Inaccuracy. Smoothbore guns had significant windage (the gap between the size of the bullet and the size of the barrel). This meant that the bullet would bounce around in the barrel on the way out and its trajectory would never line up perfectly with the line of the barrel. This made smoothbore weapons inaccurate generally, though a marksman could gain a familiarity with a specific weapon that would allow for greater accuracy. i.e. If the shooter knew his gun tended to fire a couple degrees to the left he could compensate by aiming to the right. This would be less of an issue with advanced firearms.
Faced with these issues, firearms could be present in games without breaking them and at the same time making firearms not especially attractive for the average adventurer.
Man, I could go on and on. I hope my position is clear.
BTW to the poster who wanted to know what the problem with touch AC is, the issue is that as you go up in level most things get more difficult to do, but your abilities also advance. Monster AC increases, saves increase, CMD increases, resistances increase, and so on. But touch AC tends to go down as you get higher in level instead of up. So at high levels the gunslinger can hit everything including enemies that make other well-built characters struggle.