| Abraham spalding |
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@Abraham spalding
I have seen archers in play (also played one in Kingmaker) and from what i have seen you very rarely need to worry about provoking AoO because you are in melee range, still it might be different with gunslingers since they have smaller range than the archer (though i don't think so since the gun ranges aren't THAT small), anyway i shall see how this turns out.In your post you mention that alchemical cartiges increase the misfire by 2, to which alchemical cartiges you speak of? because paper cartiges fo the job just fine and increase the misfire by 1.
Also do you have done the (probability) math on misfires? because frankly i don't see anything about misfires in the post you linked
It's later in the thread I think but I'll post up here instead for ease of conversation:
You are correct that with a standard pistol the misfire with an alchemical cartridge is only going to be a 2. However that's 10%
So what you do is you take 10% on the first attack. This means 90% of the time you will get a second attack 10% of that 90% is 9 so 19% of the time you will have a misfire by your second attack. this leaves 81% of the time you will get a third attack, 10% of that is 8.1 so 27.1% of the time you will have a misfire by the end of your third attack, this leaves 72.9% of the time you will get your fourth attack, 10% off that again means 7.29 putting us up to a misfire by your fourth attack chance of 34.39%.
You remember critical fumbles? Always happen on a 1? The probabilities for this are the same, but doubled (since it starts at 2).
Now remember a misfire means you missed the attack.
So we have:
10% chance misfire first shot. No attacks land
19% chance of a misfire by the second shot. 1 attack lands at most
27.1% chance of a misfire by the third shot. 2 attacks land at most
34.39% chance of a misfire by fourth shot. 3 attacks land at most
40.951% chance of a misfire by the fifth shot. 4 attacks land at most
IF you have a misfire on the first shot you can quick clear for 1 grit to have a full attack action on the next round (since you can change to a standard action attack and then spend grit to take a move action clear).
A misfire on any other shot means you cannot full attack on the following round -- you need either a standard action to quick clear or to spend grit and take a move action. Either way you have an upwards limit of 1 shot on that round with a 10% misfire rate.
This only takes into account a normal pistol and simple paper cartridges, if they have a double pistol those numbers increase by 50% each. Same with a pepperbox (which is a nice choice for early gunslingers since it gives you time between reloads and can delay the use of rapid reload early on).