Advanced Firearms


Pathfinder First Edition General Discussion


Out of the people who allow guns in their game to begin with, who all actually lets advanced firearms in? Like commonplace guns

Common Place Guns:
Commonplace Guns: While still expensive and tricky to wield, early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed in this book, but advanced firearms and their ammunition are still rare and cost the full price to purchase or craft.


In my steampunk game I have advanced firearms. I don't really use Paizo's rules for firearms (don't attack touch but use penetration rating, redid costs, added/changed many feat) though, so not sure if I count.

Shadow Lodge

Under A Bleeding Sun wrote:
In my steampunk game I have advanced firearms. I don't really use Paizo's rules for firearms (don't attack touch but use penetration rating, redid costs, added/changed many feat) though, so not sure if I count.

Would you mind sharing your houserules? ive wanted to make firearms more common on some games


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ElementalXX wrote:
Under A Bleeding Sun wrote:
In my steampunk game I have advanced firearms. I don't really use Paizo's rules for firearms (don't attack touch but use penetration rating, redid costs, added/changed many feat) though, so not sure if I count.
Would you mind sharing your houserules? ive wanted to make firearms more common on some games

I didn't make these rules for the most part, I stole penetration rating from people on here:

Firearm specifics

The original rules gave penetration rating 2+ for one handed firearms and penetration rating 4+ for two handed. I didn't see a reason for the discrepancy, but you may so that is why I'm mentioning it. Now firearms are ignoring at most 5 or 6 AC, which is still +25-30% to hit, but its not the 95% chance you can easily get with firearms now.

Feats

A few of those have nothing to do with firearms, but most are firearm related. Just ignore the others.

Here are the PRC's I made for my game that are gun related:
Gun Mage
Pistoleer
Rifleman

Feel free to poach what you want.


I find some of the rules hard to believe. The mechanic doesn't really seem to capture the actually lethality of firearms. I understand that it's trying to stay balanced, but in reality you have a chance to survive a dagger to the neck (highly unlikely, but we're talking about heroes here), but a bullet into the gray matter is gonna put you six feet deep if you aren't treated immediately. Does anyone know or have some home-brew that does firearms better justice?


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Being stabbed/sliced/etc with a great axe is also likely to kill you more so than most bullets. The game is also an abstraction and falls apart when subjected to hard realism.
If you want a more gritty game you are better off using wound points/blocks or a similar mechanic.

Silver Crusade Contributor

My Crimson Throne GM is running in a homebrew world where advanced firearms are standard. Our paladin has a rifle. I have named bullet. :)


I'm working on a full modern campaign using the firearms from Modern Path 2.0. I still use the early and advanced firearms, but they're so antiquated that most people laugh at them when they see them.

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