PCs have too much AC


Advice

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Liberty's Edge RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 16

You mentioned it already, but surprise. Citizen Joe with the gun may not be dangerous if you get the drop on him, but he's incredibly dangerous if he gets the drop on you.


Hearkening back to the days of the Revolutionary War, our American forefathers surprised the hell out of the British by being very effective with those old flintlock rifles. Why? Because those Americans had grown up on the frontier shooting at game. The Battle of Bunker Hill (for example) was a victory for the British, but Americans shot so many of them, that it was considered a Pyrrhic victory.

So Bob the blacksmith, and Tom the tailor and Bill the butcher hear the call that "brigand adventurers are tearing up the local tavern", and they grab their rifles and meet up with a dozen friends or so. Sure, the adventurers are up against "level 1 commoners" but what they might not realize is the fact that those expensive firearms are family heirlooms, which means they grew up learning how to fire them. They're all level 2-4 fighters when it comes to "shootin' straight" and some of them might know how to use a tomahawk too (another great frontier weapon)for making an adventurer SORRY they raised a ruckus.

And don't forget either that someone can "ride for help" and get serious help from around the countryside while the townsfolk get up on their roofs and into good shooting positions.


Owly wrote:
Hearkening back to the days of the Revolutionary War, our American forefathers surprised the hell out of the British by being very effective with those old flintlock rifles.

Emphasis mine, these were often rifles, NOT muskets. Musket barrels are not rifled, so the projectile seldom flies straight. The colonists used rifles because they were accurate for shooting game (and, as it happens, people), but the British largely used the Brown Bess musket.


The problem of muskets vs rifles is reloading time. Muskets were faster to reload and fouled less than rifles. Thus rifles were slower to be adopted into that larger military. The old flintlock rifles were accurate over a much larger range but had an inferior rate of fire. This is one reason why hit and run tactics worked well for rifles and not so well for the stand up and fight tactics the british favored.

- Gauss


Very true, but the British did set up a cadre of riflemen in time for the Napoleonic wars to combat just such skirmish tactics. At Waterloo four hundred men of the King's German Legion armed with rifles held out at the farm of La Haye Sante for many hours against attacks by several French battalions before being overrun when they ran out of ammunition.


here is what i see.

a homebrewed setting that completely invalidates armor by means of making touch attacks drastically more common.

PCs trying to fill the void created by invalidated armor that came from increasing the ease of access to touch attacks by means of playing agile skirmishers that have become the new tanks.

a DM who wants to challenge a mid level group with threats that expire after 1st level such as the angry lynching mob of peasants.

use of a very specific class intended to shine in these circumstances as a means to show a percieved problem with excessively high defenses. the defense in question isn't as high as one thinks.

if you want guns to be lethal, try a different setting.


Dabbler yup. I was making a statement about the general armies the british favored rather than specific exceptions. There have always been exceptions in the military. Frankly, alot of military tech was invented much earlier than people realize but took ages to be adopted by the mass military.

- Gauss

Liberty's Edge

cranewings wrote:

I'm going to be running a low level game with super common firearms treated as simple weapons.

...

Are there any RAW ways of bumping up...

Why make firearms simple weapons and THEN worry about RAW? You've already effectively given commoners +4 to hit your PCs' touch AC by negating nonproficiency, (thus increasing their CR) so what's another +2 or +3 bonus hidden under the hood? You could also just expand their crit range to 17-20/x3

I mean, either way, you're changing the rules, so it's not really RAW anymore.

Also, worrying about the touch AC of a monk who's spent feats on touch AC is like worrying about the damage dealt by a barbarian who's spent feats on dealing damage.


IMHO I think there is a perfectly good system that replicates the idea that only PCs level. Its called AD&D 1st edition.

I haven't personally run a single level NPC since 3.0 came out, short of green recruits and youths just striking out on their own. That lvl 1 fighter NPC? Equivalent to a butter bars (2nd Lt.) Lvl 1 warrior? Conscript/volunteer fresh out of boot camp. Lvl 1 commoner? Dishwasher (lvl 2 is FRY COOK!) Lvl 1 expert? Just started technical school.


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If you a level 1 commoner to be able to kill you at anytime in the game, you are playing the wrong type of game. A level 5 character is strong enough to become a recognized figure in a nation. NPCs in nations over level 10 are very rare; those around 10 are Champions, Head Priests, and Archmages. The only things that will challenge your party are creatures/adventurers that are designed to challenge your party...

If you want the ability to have a handful notmal people take out your adventuring group using nothing but guns check out "Call of Cthulu". You never gain hitpoints (only gain more skills/money) and throughout the entire game the same Average Joe could kill you. The creatures are strong enough to defeat hundreds of people in a firefight, and the Zealots will always be better then you (they get magic and better gear).

In short, the PC armor is not too high... your competence as a Dungeon Master is too low. Not to sound harsh, but you seem unable to grasp the most basic concepts of the game. The reason you are an adventurer in the first place is because even at Level 1, you are better then most NPCs in your town. You have the skills and drive to accomplish task they can not. You go out to fight monsters and super-powered humans because you and your friends are one of the few people that can... Take that away and you aren't an adventurer, you are as good as the guys you want them so badly to be damaged by...

I want to say once again I'm not trying to sound too harsh, I just want you to understand. If you can't accept the way character progress, it is best you find a game with progression that matches your mindset. You can't be able destroy citadels and kill the Dukes of Hell if you can't take a shell or two.


Bladerock wrote:

Two aid another actions and that 1st level soldier will have a +6 to hit with his gun/musket/whatever. That's a pretty good chance for three CR 1/3 mooks leagues under the PC's level of 6.

Besides, absurd touch ACs where the staple of D20 modern, and guns worked pretty well there. The problem is that pathfinder guns are weaker than crossbows for a hundred times the cost.

As for guns exploding? It seems it was actually fairly common when guns were new and of shoddy craftmanship while being loaded with guesswork powder charges.

Something that is clearly not the case on the campaign world, as guns are common.

How are the guns weaker than crossbows? They have similar damage dice, they are touch attacks, and make better use of deadly aim than crossbows.


Axebeard wrote:
cranewings wrote:

I'm going to be running a low level game with super common firearms treated as simple weapons.

...

Are there any RAW ways of bumping up...

Why make firearms simple weapons and THEN worry about RAW? You've already effectively given commoners +4 to hit your PCs' touch AC by negating nonproficiency, (thus increasing their CR) so what's another +2 or +3 bonus hidden under the hood? You could also just expand their crit range to 17-20/x3

I mean, either way, you're changing the rules, so it's not really RAW anymore.

Also, worrying about the touch AC of a monk who's spent feats on touch AC is like worrying about the damage dealt by a barbarian who's spent feats on dealing damage.

Obviously I care more about the price of Pathfinder books in Thailand than I care about playing Pathfinder RAW. I just like to hear ideas from people who have some that will help by using the rules before I make up new ones.

The bonus for using a gun isn't a bad one though. Palladium gives a -4 penalty to dodge against gunfire, though the game designer's home game raised the penalty to dodge to -10. In my house rules I add an extra +4 for full attacks if the attacker hasn't been shot at sense his last round. I also basically doubled the bonuses for cover, to encourage cover's use, so I'm with you on the "just add a bonus thing."

To all the haters out there, I'll quote myself from the OP:

Quote:
Important note: yes I own other RPGs, yes I've played and ran them, no I'm not going to run them, I am going to run Pathfinder.

So just to be clear, the very second I detect that your post isn't presenting me with a house rule that is useful or is telling me something from RAW I can use to deadly up a first level character with a gun, I quit reading your post. Don't expect specific replies.


Give a +4 bonus like you mentioned.

If someone is trying to snipe someone, give the other person 2 rounds worth of perception checks to noticed or be instant critted. 3-4 rounds of perception checks or be coup de graced.


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you lost me when you said its low level, then started at 6th!!

fireball all the 1st levels and sell their umpteen guns

Liberty's Edge RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 16

If you're tinkering with the rules, you can either buff the attacks or debuff the defense.

Buffing the attacks: Let the low-tech firearms target touch AC even past the first range increment like advanced firearms do. Increase threat range/multiplier. Or both.

Debuffing the defense: Limit what modifies touch AC to dodge, Dex, and cover bonuses only. That rules out monk AC and the myriad ways to get deflection, insight, sacred/profane bonuses, etc. OR, half dodge and Dex bonuses to touch AC against gunfire because hey, bullets are hard to dodge. That would effectively give each character a fourth AC: regular AC, flat-footed AC, touch AC, and gunfire AC.


Sauce987654321 wrote:
How are the guns weaker than crossbows? They have similar damage dice, they are touch attacks, and make better use of deadly aim than crossbows.

They are touch attacks... within the first range increment, which is more often than not, 10 to 20 feet. Enjoy standing in front of the threat just so you can deal somewhere between 1d4 to 1d8 damage. Though i guess there is that one that deals 1d12 at 30 feet... Or the other two that make all other firearms useless by being the only two worth a dam

Compare to the firearms in sorcery and steam or D20 modern and you will understand pretty darned quick that the firearms in pathfinder are a mess.

Incredibly underpowered for their price, you are better off buying a wand and getting some skill points in use magic device. Afterall, a wand of magic missile keyed to 3rd level caster is a mere 2250gp (About one and a half times the cost of a single firearm) and it strikes unerringly with two 1d4+1 missiles at 130ft.

Guess what? That out damages and outranges almost all firearms (With the exception of the broken ones that don't follow the rules) and you get to shoot it FIFTY times.

Best part? You don't have to spend a million years or a million feats learning to reload the things or trying to be able to have access in the first place.

The only way these terrible guns would do is if they were a cheap alternative to spells or something. As is? It's like charging 3,000 gp for alchemist's fire.

In fact, it is! you can throw those buggers at twenty feet for touch attacks with the appropriate feat, dealing similar damage to most one handed firearms at similar range. 1d6 and an additional d6 for the fire which can force opponents to loose a turn. In fact, even without the feat, you are better off throwing alchemist's fire at 20gp a shot than firing guns at 11gp per shot + gun investment of almost 2,000 gold.

Guns, as written, are only useful for archetypes revolving around them or the gunslinger (Which has been flavored poorly, a western themed shooter with flintlocks? urgh...). Which was a poor choice.

At least, a crossbow can be fired at targets hundreds of feet away, and they are simple weapons to boot! almost any range you can fire the crossbow at is already past the touch range of the gun anyway. Don't forget, if you are 20 to 30 feet from an opponent, you are a mere move action away from their melee anyway!

Oh, and a crossbow is only 50gp upfront with a 1sp per shot cost. Unless you are hamming it up with the culverin or hackbutt; or using the gunslinger, you are better off using a crossbow.


Bladerock wrote:
Sauce987654321 wrote:
How are the guns weaker than crossbows? They have similar damage dice, they are touch attacks, and make better use of deadly aim than crossbows.

They are touch attacks... within the first range increment, which is more often than not, 10 to 20 feet. Enjoy standing in front of the threat just so you can deal somewhere between 1d4 to 1d8 damage. Though i guess there is that one that deals 1d12 at 30 feet... Or the other two that make all other firearms useless by being the only two worth a dam

Compare to the firearms in sorcery and steam or D20 modern and you will understand pretty darned quick that the firearms in pathfinder are a mess.

Incredibly underpowered for their price, you are better off buying a wand and getting some skill points in use magic device. Afterall, a wand of magic missile keyed to 3rd level caster is a mere 2250gp (About one and a half times the cost of a single firearm) and it strikes unerringly with two 1d4+1 missiles at 130ft.

Guess what? That out damages and outranges almost all firearms (With the exception of the broken ones that don't follow the rules) and you get to shoot it FIFTY times.

Best part? You don't have to spend a million years or a million feats learning to reload the things or trying to be able to have access in the first place.

The only way these terrible guns would do is if they were a cheap alternative to spells or something. As is? It's like charging 3,000 gp for alchemist's fire.

In fact, it is! you can throw those buggers at twenty feet for touch attacks with the appropriate feat, dealing similar damage to most one handed firearms at similar range. 1d6 and an additional d6 for the fire which can force opponents to loose a turn. In fact, even without the feat, you are better off throwing alchemist's fire at 20gp a shot than firing guns at 11gp per shot + gun investment of almost 2,000 gold.

Guns, as written, are only useful for archetypes revolving around them or the gunslinger (Which has been flavored poorly, a...

Eh, some go to 40 to 50ft. Plus you do have the advanced ones that go to 5 times the increment.

The price is also a 1/10 of the price if it's in a setting that's big on guns.

Liberty's Edge

cranewings wrote:
Obviously I care more about the price of Pathfinder books in Thailand than I care about playing Pathfinder RAW. I just like to hear ideas from people who have some that will help by using the rules before I make up new ones.

This sentence took me way too long to figure out. Thailand caught me off guard. (That happens way too often.)

Fair enough. I thought that you had a stance that dictated that RAW would remain king while also making pretty impressive changes to the world by giving exotic proficiency out to everyone.

I'd recommend expanding the critical threat range before giving a huge attack bonus, although the attack bonus is an easier fix. If you're going for the idea of "one shot and you could be in trouble," then having a high crit range is a good way to emulate that, especially if, with a touch AC of 20+, the only time PCs actually get hit is when it's also a critical threat.

So maybe expand crit range to 17-20/x3 or 18-20/x3 and treat all commoners as if they had Critical Focus, so they get a +4 to confirm? That way the commoners don't hit often, but when they do, there's a decent chance for a critical hit and serious damage. This would make the firearms deadly but a little less consistent. Might make for some exciting combats.

--edit--

Oh, and I am all for arbitrarily making up numbers. It worked a little better back in 4e when the entire system was arbitrarily balanced around a 10 or so on the d20, but it's still valid in pathfinder. Your players will never see the stat blocks on these monsters, so you can just write down "+2 initiative, All saves +1, 6 hp, AC 12/12FF/10T, +3 vs. touch (1d6+3 B/P), 18-20/x3; +4 to confirm; all skills +1d2-1 and untrained" (the 1d2-1 is for if you're feeling fancy. Roll 1d20+1d2-1 basically as a random generator for if the NPC either had a skill point or an unusually high ability in that score for a commoner, otherwise he's +0.) 1d6+3 damage and 6 hp is to represent that, on average, getting shot once will incapacitate most commoners.

I mean, that's an entire stat block. So long as it provides the challenge you're looking for and the players never catch wind of it, then there's not REALLY any reason to actually go through and figure out feats, unless you want to be super-meticulous about everything. I tend to really optimize a lot of stuff, so when I build NPCs I usually just base their statistics off of the PCs' character sheets and what I want their respective success rates to be. (Shh!) This lets me use a lot of NPCs without having to build every one of them. I also know common numbers, like longsword is 1d8, 19-20/x2, so I can say the right weapon name when rolling the right die for it.

I'm rambling, but the big point is that I don't get nearly as caught up in building every skill point and every feat for every NPC as I used to, and it's made things a lot faster. I'll build major NPCs, but for the most part I spitball it. Well, except for spell DCs, but that's easy enough. I assume that every spellcaster starts with a 15 in the stat, puts +1 into it every 4 levels, and give about half of them +1 to represent spell focus in a good school of magic. So a level 4 sorcerer's DCs will be 14 and 15 for levels 1 and 2. I generally pick the flavor I want for a monster, and pick numbers that help represent that. So if you want reliable guns that don't spike very often, I'd give all NPCs a bonus to attack rolls with guns. If you want guns that hit less often but tend to hit hard when they do, I'd expand the threat range and give all NPCs critical focus with the common firearm.


cranewings wrote:

I'm going to be running a low level game with super common firearms treated as simple weapons.

It is really easy to get a touch AC up above where you can be shot by a first level guy with a gun. Dex +5, Monk level 6 +2, Dodge +1 and Combat Expertise +2 gives you a touch AC of 20, and the penalty to shoot back isn't that big of a deal because you will only need like a 10 or 11 and you have a massive dexterity to deal with it. Combine that with the fact that the PCs can get easy AC buffs like protection from evil and they will be, like most PCs are in most games, immune to the common people.

Running a game in a society where firearms are common, and having PCs that can easily just ignore that fact seems to break down the fundamental characteristics of running that setting. Sure, the PCs are special, but the supposed deadliness of the situation should make them choose caution over combat whenever they can.

Are there any RAW ways of bumping up the deadliness of commoner firearms / commoner Gunslingers or am I stuck with my ham-handed house rule that firearms ignore all HP except what you gained at first level?

Important note: yes I own other RPGs, yes I've played and ran them, no I'm not going to run them, I am going to run Pathfinder.

Silly rabbit how many characters do u think will have touch AC that high most people may have a dex of 10 to 16 maybe without being a monk or combat expertise that is a touch AC of 10 to 12the maybe 13 with dodge.


My experience running D20 games in modern times (d20 CoC, D20 modern... yeah, not the greatest systema, but I bought them on release so its not like I had a review of them) is that when you make the common weapons guns, PCs will spend their attribute points on DEX (to hit and avoid being hit). So you are looking at 18-20 dex instead of 18-20 STR you commonly see in muscle powered campaigns. This is even true in other game systems such as dark heresy, where STR is a dump stat since guns are super lethal.

Problem with a gun campaign is STR becomes a dump stat, and Dex, Wis, and Cha become godly due to needing to see the enemy, hit the enemy, or talk your way out of a gunfight. If you raise guns up to be as lethal as IRL, your con even can't keep up (exploding dice are just one system I've seen that makes guns do huge damage), making that a potential dump (if you die with one shot, who cares what your con is).


cranewings wrote:

I'm going to be running a low level game with super common firearms treated as simple weapons.

It is really easy to get a touch AC up above where you can be shot by a first level guy with a gun. Dex +5, Monk level 6 +2, Dodge +1 and Combat Expertise +2 gives you a touch AC of 20,

One issue both Fighting Defensively and Combat Expertise are melee only. He has only 18 if he hasn't attacked anyone yet.


Bladerock wrote:
{a lot of good stuff}

Guns IRL did not replace bows and armour because they were effective or efficient. They did so because they were simple. It takes a day to train a man to shoot a matchlock or flintlock musket, it takes a week to train a crossbowman and half a decade to train a longbowman.

Guns had a powerful effect on the battlefield because of morale: while longbows were more effective at dealing death, the musket looked and sounded terrifying when fired in a volley. If you could have a thousand muskets on the field to a hundred longbowmen, you took the muskets. The cost of the muskets themselves might be greater, but the cost of the men is much less and you can raise an army faster that way.


> Lv1 commoners cannot harm Lv6 "tanks"

Well, GOOD. They are not SUPPOSED to any more than a CR1/3 skeleton is supposed to stand before a channeling-specialized cleric with the sun and glory domains.

Also, why doesn't the monk in the example have Wis factored into his AC?


notabot wrote:

My experience running D20 games in modern times (d20 CoC, D20 modern... yeah, not the greatest systema, but I bought them on release so its not like I had a review of them) is that when you make the common weapons guns, PCs will spend their attribute points on DEX (to hit and avoid being hit). So you are looking at 18-20 dex instead of 18-20 STR you commonly see in muscle powered campaigns. This is even true in other game systems such as dark heresy, where STR is a dump stat since guns are super lethal.

Problem with a gun campaign is STR becomes a dump stat, and Dex, Wis, and Cha become godly due to needing to see the enemy, hit the enemy, or talk your way out of a gunfight. If you raise guns up to be as lethal as IRL, your con even can't keep up (exploding dice are just one system I've seen that makes guns do huge damage), making that a potential dump (if you die with one shot, who cares what your con is).

Yeah, this is all true. Players are no dummies. Sometimes in modern games, you still get high strength scores because strength automatically bumps up from physical skills, you roll lots of good stats, or you anticipate not always being in gun fights. If on the other hand, you think you will always be fighting to the death (and honestly Pathfinder strongly encourages that) then STR is getting dumped a little.


Starbuck_II wrote:
cranewings wrote:

I'm going to be running a low level game with super common firearms treated as simple weapons.

It is really easy to get a touch AC up above where you can be shot by a first level guy with a gun. Dex +5, Monk level 6 +2, Dodge +1 and Combat Expertise +2 gives you a touch AC of 20,

One issue both Fighting Defensively and Combat Expertise are melee only. He has only 18 if he hasn't attacked anyone yet.

Really? huh.

So does he get those against a ranged attack if he is in melee combat? I never thought too hard about those because players I know rarely bother with them, but what's the rational? I guess that you would be using your skill to keep the guy your in melee combat with between you and the shooter.


Axebeard wrote:
I'm rambling, but the big point is that I don't get nearly as caught up in building every skill point and every feat for every NPC as I used to, and it's made things a lot faster. I'll build major NPCs, but for the most part I spitball it. Well, except for spell DCs, but that's easy enough. I assume that every spellcaster starts with a 15 in the stat, puts +1 into it every 4 levels, and give about half of them +1 to represent spell focus in a good school of magic. So a level 4 sorcerer's DCs will be 14 and 15 for levels 1 and 2. I generally pick the flavor I want for a monster, and pick numbers that help represent that. So if you want reliable guns that don't spike very often, I'd give all NPCs a bonus to attack rolls with guns. If you want guns that hit less often but tend to hit hard when they do, I'd expand the threat range and give all NPCs critical focus with the common firearm.

I know what you mean.

When I run Palladium or basically anything else, I tend to be a lot more lose about the rules. A lot of other games either focus more on story, shield the PCs and especially major villains from death, or both when compared to Pathfinder. In Pathfinder, the only thing that shields the characters from death at all is the fact that the GM is encouraged to only pick monsters that the party can whip no matter what (APL +1), which leads players to believe that survivability and teamwork isn't as important as DPR and comparing yourself to other PCs. Sense I don't worry about CR or APL or any of that stuff much, I try to stick to my house rules + RAW as much as I can during the game, just so that the players can still negotiate the stats of what they are dealing with. In Palladium, I write very short stat blocks that are more in the spirit of the rules than from them, while in PF I don't feel right unless I've actually detailed everything.


Guns don't need to be made deadlier than they already are, especially in an E6 game. Single bullets on average don't kill all that often unless they perforate something really important - this is called a critical hit.

The Exchange

Just lvl up the npcs to leave 4 or so. They should have xp being such vigilantes. Keep them with in 3 levels of the party. Don't level the party any more.


Touch AC seems like only the first barrier to making low-level firearm wielders a credible threat to midlevel PCs in Pathfinder. If they expect to be facing riflemen often, your PCs would be crazy not to prepare spells like Protection from Arrows and the communal version of the same, Wind Wall and other ranged weapon hosers.


Emmit Svenson wrote:
Touch AC seems like only the first barrier to making low-level firearm wielders a credible threat to midlevel PCs in Pathfinder. If they expect to be facing riflemen often, your PCs would be crazy not to prepare spells like Protection from Arrows and the communal version of the same, Wind Wall and other ranged weapon hosers.

I don't mind if the PCs live because they are actively defending themselves with a strategy or ability. What I don't want is for them to be able to casually ignore someone who has pointed a gun at them in the street when they don't have cover or an ability active.

Grand Lodge

I still say exploding dice is the answer.


Make magical healing not available. Someone with 30 something HP that gets hit with 10 damage seems a lot more lethal.

Make firearms deal max damage.

Grand Lodge

Just how deadly do you want firearms to be? It's just my opinion, but you may be going for a near fantastical level in deadliness.


I always thought npc class levels should be easier to gain levels in.
Also about what you said earlier with the begger having 2 levels and the orc bandits only having one.
I always pictured the orc you met in your early encounters as green (lol joke) recruits. Young and new. while the lv 2 beggar and 3 shopkeeper would be much older maybe even middle aged.

Dark Archive

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blackbloodtroll wrote:
I still say exploding dice is the answer.

Really? Because the 3 previous times in this thread you said so left us unsure how you felt.

=P Sorry just had to razz you for that.

Grand Lodge

Sorry, I had hoped to get an opinion from the OP.

Sczarni

blackbloodtroll wrote:
Sorry, I had hoped to get an opinion from the OP.

Not sure he knows what it is...

Grand Lodge

Ah. Exploding dice means when rolling damage, you add an additional die each time you roll the highest number on the die.


blackbloodtroll wrote:
Sorry, I had hoped to get an opinion from the OP.

It's not a bad solution. That's how we played back in 2e. Still, I think I'll probably use vitality / wounds sense my players are familiar with it.

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