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just give this to gunslingers and errata out Touch AC from Inner Sea World Guide: 1pt of shield/armor/natural bypass per gunslinger level for all creatures except undead and constructs, in which case it's 1pt of shield/armor per gunslinger level; I would also extend this against objects for 1pt of hardness per gunslinger level. This is reduced by 2 pts for each increment above the 1st, same amount as attack roll penalties. James Risner wrote: My suggestion of granting a static +1/2 BAB bonus on Gun attacks in the first range increment solves all the problems by increasing the chance to hit about the same average amount as targeting touch AC. on another thread I suggested this, adapted from Brilliant Energy: 1pt of shield/armor/natural bypass per gunslinger level for all creatures except undead and constructs, in which case it's 1pt of shield/armor per gunslinger level; I would also extend this against objects for 1pt of hardness per gunslinger level. This is reduced by 2 pts for each increment above the 1st, same amount as attack roll penalties. You better do this on the feather part of an arrow, which will stick out of a target.... casting light on a bullet only for it to embed itself in the target's belly fat isn't all that useful. It would light the way for inexperienced clerics though... "Heal the hole that's shining light..." :) PS: oh yeah, do we have ruling on post gunshot infections yet? a new disease entry perhaps? :) :) :) I'll take disease-inducing bullets anytime above a Touch AC bullet! :P (basically, this is leading a lot of DMs to just wave their hands and say "no guns in my game" -- if the gun mechanics would work the same as a regular weapon, there would be less resistance from what I heard so far; sadly, I have come to a decision, last night, that I personally won't allow guns in my game either; to do so with Touch AC is going to lead to too many problems as part of my DM prep work - AC 8 iron golems anyone? - and I don't wanna deal with that; to do so without Touch AC may require too many fixes, and consensus from players, etc., and not all my players care about rules balance or have the patience for complicated rules). Agreed. There's little benefit to extend gun training to other types of gun. It's like a fighter wasting three weapon specialization feats to three different weapons. Switch hitters may want to specialize in both a melee and ranged weapon, but specializing in three different ranged weapons??? (it's a redundant ability - people will have to make feats decision if they go musket vs. pistol, so the chances that they will actually start shooting pistols if they're built for muskets is slim to none) Stephen, Dirlaise has a few good points... couldn't UC include guidelines on "Craft: Gunsmithing" (with Craft DCs for regular and MW firearms, and craft mechanics similar to existing ones, i.e. 1/3 of the price not half?) Gunsmithing feat could be turned into a feat similar to a *combined* "master craftsman" and "craft arms and armor" feat (i.e. allows the feat user to craft magic guns even if he does not have spellcaster levels, using his ranks in Craft: Gunsmithing instead of caster levels. You can even). You can even have a short blurb under the magic item section that magical firearms can be created by non-spellcasters that both have "master craftsman" and "craft arms and armor" feats OR non-spellcasters that have the Gunsmithing feat. Of course, spellcasters with "craft magic arms and armor" can just craft magic guns as they do any other kind of weapons. Then, finally, the Gunsmith gunslinger ability could, for example, read like this: (the added text follows the format of the rogue's trapfinding ability) Gunsmith: At 1st level, a gunslinger gains one of the
HalfOrcHeavyMetal wrote:
and that's fine... they can play CG feminist worshippers of Desna if they want. That would make for fine roleplay. harmor wrote: I wonder if this will be Natalie Portman's "Pricess leia slave bikini costume" that will haunt her for the rest of career like Carrie Fisher? It will not. Didn't you see the movie Closer, where she plays a stripper? if not, you should... yes.... you SHOULD. Xuttah wrote:
Erastil **IS** Archie Bunker, as proven here: http://www.youtube.com/watch?v=CLjNJI54GMM Why else do you think Erastil wants every farmer to own a longbow? If every farmer owns a longbow, the bandits won't dare attack them! :) It's a CONSPIRACY-CY!! My stance as a GM, when I read emerging guns, is that Golarion is a pepperbox, pistol and musket setting. "Rare and wondrous" to me means a showcase in a museum OR very experimental (i.e. misfire if you roll a natural 19 or less), and thus not accessible to PCs. PS: could someone please confirm that the emerging guns sidebar reference to Craft Firearms feat is in fact the Gunsmithing feat? Cheers! light shield or buckler if you want to cast spells as a cleric, yeah: (switch weapon from main hand to shield hand, cast spell with main hand, switch back weapon to main hand - switching a weapon from one hand to another is a free action, and I've played under DMs that allowed people to hold a dagger in their teeth, and switch that to a hand or back to their teeth as a free action! LOL!) heavy shield and cast is a no-no, unless you allow the popular lanyard weapon cord house rule... :) I posted this on another thread but no one is commenting... let me know what you guys think. 1. As per PRPG Table 7-12 (p. 175), a projectile weapon has hardness 5 and 5 hit points (they probably made that rule thinking about a longbow); the final version of UC should specify how many hit points a one handed firearm has (pistol) and a two-handed firearm (musket). My thoughts are that since the main working part of the gun is metal, pistols should be hardness 10 and 10 hit points, as per a light metal hafted weapon, and muskets should be hardness 10 and 20 hit points, as per a one-handed metal hafted weapon. 2. Now, about your proposed rule on misfire weapon damage (i.e. "If a weapon gains the broken condition from an effect, it takes damage equal to half its hit points +1.") Instead of half its hit points +1, I recommend you use a fixed number equal to the weapon's base hit points +1. For instance, using my two proposed hit point values above, a misfire would then cause 6 points of damage to a pistol and 11 damage to a musket. Why a fixed number you say? Answer: to provide a tangible advantage to those carrying a +5 musket instead of a +1 holy axiomatic musket... They have the same gp value, but the former has 70 hit points and the latter has 30 hit points. Thus, it makes no sense that the guy who invests in the super hard +5 musket deals 36 points of damage to his weapon on a misfire while the other guy only deals 16 points. By making it a fixed amount, say 11 points for a musket, the guy with a +5 musket can thus misfire 3 times without gaining the broken condition (11 x 3 = 33 points, not enough to reduce it under 35; on the fourth misfire, his weapon has taken 44 hp (70 - 44 = 26 hp) and now gains the broken condition). 3. In light of my suggestions in paragraph 2, above, I also propose that Quick Clear restores a non-fixed amount of Quick Clear damage equal to all the misfire damage taken thus far (i.e. you're basically cleaning/clearing any residue preventing the gun to operate properly, and that takes about the same time all the time regardless of the amount of crap in the barrel...) Thus, a guy with a +5 musket is rewarded in the sense that he can misfire 6 times (11 x 6 = 66) before he can worry about using Quick Clear. This improves Grit economy and provides incentive to invest in a +5 weapon instead of the usual +1 something something something type of weapon... it also gives you a weapon that has 70 hp, so if someone wants to sunder your gun it's a bit harder (i.e. the same reason that a swordsman would like a +5 sword over a +1 s something something something sword...) (for the record, I didn't eat a pickle for this one but I just came back from the Chinese buffet... he he he... Chinese buffet then a discussion on misfires / gunpowder... coincidence?? O_O ) Absolutely! I get your question, and the gun becomes the best option for any non-warrior classes at high levels (wizards, sorcerers, bards, rogues, clerics, and anything else without a full bab progression should have a gun at levels 12+) e.g. Wizard or cleric and you're facing an iron golem AC 28 and your allies are already fully buffed; since the golem is mostly immune to most of your spells, just shoot him against his Touch AC of 8... at least you're doing 1d12 per round as you can't possibly miss Touch AC 8.... :) Stephen Radney-MacFarland wrote:
Stephen, there's a few problems with this: 1. As per PRPG Table 7-12 (p. 175), a projectile weapon has hardness 5 and 5 hit points (they probably made that rule thinking about a longbow); the final version of UC should specify how many hit points a one handed firearm has (pistol) and a two-handed firearm (musket). My thoughts are that since the main working part of the gun is metal, pistols should be hardness 10 and 10 hit points, as per a light metal hafted weapon, and muskets should be hardness 10 and 20 hit points, as per a one-handed metal hafted weapon. 2. Now, about your proposed rule on misfire weapon damage (i.e. "If a weapon gains the broken condition from an effect, it takes damage equal to half its hit points +1.") Instead of half its hit points +1, I recommend you use a fixed number equal to the weapon's base hit points +1. For instance, using my two proposed hit point values above, a misfire would then cause 6 points of damage to a pistol and 11 damage to a musket. Why a fixed number you say? Answer: to provide a tangible advantage to those carrying a +5 musket instead of a +1 holy axiomatic musket... They have the same gp value, but the former has 70 hit points and the latter has 30 hit points. Thus, it makes no sense that the guy who invests in the super hard +5 musket deals 36 points of damage to his weapon on a misfire while the other guy only deals 16 points. By making it a fixed amount, say 11 points for a musket, the guy with a +5 musket can thus misfire 3 times without gaining the broken condition (11 x 3 = 33 points, not enough to reduce it under 35; on the fourth misfire, his weapon has taken 44 hp (70 - 44 = 26 hp) and now gains the broken condition). 3. In light of my suggestions in paragraph 2, above, I also propose that Quick Clear restores a non-fixed amount of Quick Clear damage equal to all the misfire damage taken thus far (i.e. you're basically cleaning/clearing any residue preventing the gun to operate properly, and that takes about the same time all the time regardless of the amount of crap in the barrel...) Thus, a guy with a +5 musket is rewarded in the sense that he can misfire 6 times (11 x 6 = 66) before he can worry about using Quick Clear. This improves Grit economy and provides incentive to invest in a +5 weapon instead of the usual +1 something something something type of weapon... it also gives you a weapon that has 70 hp, so if someone wants to sunder your gun it's a bit harder (i.e. the same reason that a swordsman would like a +5 sword over a +1 s something something something sword...) (for the record, I didn't eat a pickle for this one but I just came back from the Chinese buffet... he he he... Chinese buffet then a discussion on misfires / gunpowder... coincidence?? O_O ) The scatter attacks everything in the cone. It's more powerful than anything ever written in a non-spellcaster oriented book. -4 to hit? are you kidding? vs Touch AC as well? lol At 11th level a gunslinger is at about +22 to hit with a good Dex and a +3 weapon... minus 4... still at +18... vs. Touch AC... which is 8 for an iron golem... so a room filled with iron golems or dragons will be decimated by a scatter shooter in no time. Let's quote the wording for reference: Scatter Special Quality: A weapon
So yes, the wizards can't count on their mirror images against this guy anymore. That's the only thing that prevented my 17th level paladin to make wizard chow in 2 rounds, in the last Chapter of SD... it's a pain for non-spellcaster to depend on True Seeing and not all parties have casters that carry that spell, so mirror image was still a big pain in my paladin's behind. Now, a gunslinger can not only touch AC, but touch AC EVERYONE in a 15 foot cone. Even if there's a ruling that "one attack per creature" means "not on mirror images", it's still crazy broken on large groups of creatures. So, what about swarms now? is this the swarm buster, or are swarms with fine creatures immune to shotgun blasts now? Anyways, between my various moanings I have proposed a workaround in this thread, summarized here: 1pt of shield/armor/natural bypass per gunslinger level for all creatures except undead and constructs, in which case it's 1pt of shield/armor per gunslinger level; I would also extend this against objects for 1pt of hardness per gunslinger level. This is reduced by 2 pts for each increment above the 1st, same amount as attack roll penalties. Kirth Gersen wrote:
The discussion of low level NPCs stem from the access of such a horde by high level leadership PCs, notwithstanding your comment... :) Ravendark wrote:
I agree. 1pt of shield/armor penetration per Gunslinger level would sound about right, IMO. Basically, it scales up as you go higher in level, as the AC of monsters scale up. Natural armor is complicated: if the monster is made of metal, like an iron golem, they should retain it, otherwise it's ok. Ok, I didn't have a pickle but I had a raw lemon, so let's do this.......... Let's say: 1pt of shield/armor/natural per gunslinger level for all creatures except undead and constructs, in which case it's 1pt of shield/armor per gunslinger level; I would also extend this against objects for 1pt of hardness per gunslinger level. This is reduced by 2 pts for each increment above the 1st, same amount as attack roll penalties. This way you don't end up with hordes of 1st level commoners/peasants slaying Great Wyrm Gold Dragons... :P Alorha wrote: Wands of magic missile, anyone? This is an awful strategy. Shield spell, anyone? SR anyone? Invisibility, anyone? Standard action or quicken spell feat, anyone? Avg 18 damage at level 9, anyone? Anytime you use something as basic as a magic missile in an argument against the incredibly groundbreaking Touch AC gun, you demonstrate that a deep misunderstanding of the issues at hand. TriOmegaZero wrote:
That's fine if it's in your own homebrew, but I definitely do *not* want to see Golarion go this way. I think Paizo should right now clarify that no Advance guns will be in Golarion, and that the official setting is pretty much limited to pistols and muskets (i.e. emerging guns right?) I'm worried about Touch AC guns as a DM. I want gunslingers to be a popular, workable class, and since the playtest is open, I'm going to do all I can to try to better the class. This is the time to talk, right now. I really want the class to work, and I'd like to see it remembered as something innovative and cool instead of a joke and sigh on every DMs' lips. Inner Sea has been published saying guns are Touch AC. So WHAT?!?! I'm perfectly fine with PDF updates and Erratas. I've always been. Even moreso now that PDFs get updated automatically at each printing. I love Paizo as they are flexible and do not display the arrogance that certain other companies have shown in the past. I love the fact that James came out after CoT and said, 'meh, forget about that whole Asmodeus paladin thing... that was a mistake' They don't limit the creativity of an author who wanted to showcase a story or a situation where Asmodeus had paladins, and allow them artistic licence: that's great! But they do, at times, come out and say "hey guys, for the sake of preserving our nice Golarion, forget this or that part..." Still cool for homecampaigns, sure! but as Golarion is a shared world, someone has to sit in the Director's chair at times and make course alterations. So, in conclusion: "Paizo, please don't be afraid to make mistakes. Keep being creative. But when something is not going to be cool in the long run, don't be scared and stay honest with us: tell us if you made a mistake and you'll see (as you already know) that we are one of the most forgiving bunch in the RPG community" amorangias wrote:
you forget the fact that 90% of all D&D/PRPG fights start in the first increment. Heymitch wrote: IRL, soldiers and police wear armor that is bullet-resistant. Obviously, this armor provides a mystic force effect that increases their Touch AC versus bullets only (and, strangely, incorporeal creatures). It makes perfect sense. What? Why are... :) Thank you for the much needed illustration! :) Touch AC for guns is problematic, I agree. Jeremiziah wrote:
I'm in both camps: CAMP 1: worried about Touch AC guns (i.e. which are accessible by ALL classes, and even without proficiency, yield a high chance of hitting for low BAB classes); AND CAMP 2: worried that the gunslinger is underpowered and a bit "meh" as a class so far... Overall, I believe the two biggest problems for the game as a whole:
(i.e. reloading was on my list but I think they have addressed it) Abraham spalding wrote: When you can spend less for the bow and use it faster and easier without it blowing up on you and you can get it magicked up just as easily? You really underestimate the effect of Touch AC and how it can literally save 50K+ gp to a high level PC. With touch AC, you don't really need a huge expensive weapon anymore as you essentially drop down from the weapon + vs. AC arms race. From a PC perspective I agree with you that weapon reliability is a must. However, Touch AC will lead to a lot of different and unexpected abuse, the extent of which we cannot fully comprehend yet. I suspect that a few months after the publication of UC, we'll see some reactions to this, and/or some necessary changes. overdark wrote:
I for one don't think you are trolling: I "get" what you are trying to say and I fully understand your concerns, having DMed since 1988. This will break or significantly change how the game is played for many people. Touch AC should have been instead, at the very least, "as per brilliant energy" (i.e. only goes through armor and shield, NOT natural). And as you said, there are a lot of in-game ways to bring an army of low level guys with you. Sure, many times they will get wiped out by a high level baddie: but more importantly, many, many more times the PCs will organize/prepare and bring this gun-toting gaggle to the lair of a biggie such as a dragon and annihilate it. The DM can only make excuses for this Touch AC flaw for so long before he will sigh and just houserule this back to regular AC (i.e. once or twice, the DM can prepare or provide explanations as to how he was prepared against this small army, but in the long run, if he does it every time, it is dishonest of him, as he should have instead told the players that he does not want guns in his game. Period.) Mahorfeus wrote:
I don't think he's trolling. I'm telling you now: with guns, no longer would a PC with half a brain leave his 25+ leadership feat 1st level followers at home while adventuring... a company of low level musketeers will be the death of any campaign (all DMs will errata the gun after one or two sessions, at best; at worst the DM will react like many bad DMs and Deus Ex kill all the low level in their sleep or with some pre-arranged raid/ambush, which will piss of the player) So far guns and Touch AC are turning out to be a real problem for DMs, and the gunslinger as is is turning out to be a real downer for a lot of (potentially interested) players... Hecknoshow wrote:
Hopefully PF epic level rule won't see a character level every time they kill a monster... LOL! LazarX wrote:
If they make the final wording into "you may shoot a pistol one handed at no penalty, and a musket one handed at -2 penalty", then via TWF you'll be at -2/-2 for twin pistol build and -4/-4 for twin musket build. Sounds ok to me: a musket should be about as hard to shoot one handed as a light crossbow. Elghinn Lightbringer wrote:
I don't like penalizing someone for a feat he paid for. Either you allow access or don't. If you don't, I'd recommend working in some feat-like abilities that are activated as part of an Attack action by taking penalties to the attack roll. Remember this guy *will always, always hit except when he rolls a 1* i.e. you've run this already and you're running it again due to the state of things in Japan? is this in order to gain a different play experience under a different personal/real-world perspective or just due to some weird unexplained urge to do so? Edit: there is a lot of talk about people who had "strangely coincidental" predictions lately... (go to link below --- scary stuff even for a fact-based engineering dude... :( ) http://www.torontosun.com/news/columnists/mike_strobel/2011/03/12/17593401. html
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