Muskets and Lasers


Lost Omens Products


Why is it that flintlock weapons have a critical multiplier of x4,
when a laser equivalent weapon is only x2?

I made a house rule that switches the multipliers.

And know this, I am aware that flintlock weapons are ballistic/blunt type and have a potential explosive misfire. They still do slightly more damage that the high-tech weapons. without the Crit modifier.


Don't think about that, this happens when you compare the early firearms with the technological firearms, early firearms are better for player use and can make a stronger character than technological firearms can.
I think that this happens because the technological firearms are a lot more thought out than the regular firearms.


If you need a fluff reason, the musket delivers a tiny ball that will do a whole lot of damage if it hits a critical area like a head or artery.

The laser has a more diffuse beam that delivers heat across a higher crossection. You still don't want to be shot in the face, but it's not going to punch through your skull.

The exception is the X-Laser, which uses a different frequency of radiation to more effectively punch through things, so it gets the x4 multiplier, just like the Rail Gun.

RPG Superstar 2015 Top 8

A laser pistol has several advantages over a wheel lock (primitiave pistol):

1. 10 shots.
2. Touch attack at any range increment.
3. Can shoot rapidly, even without the rapid shot feat.

Damage is the same, but the laser pistol does fire damage, and does not effect invisible things.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

For the most part, a high critical multiplier for ballistic firearms (other than the scatter versions) is to simulate the wide variation in damage, depending on exactly where the bullet hits the target. Because Pathfinder (as with 3.x) does not use a "hit location" mechanic, a weapon with a high multiplier normally indicates that it's "heavy-hitting, but difficult to precisely target" (chop/smash/stab through shields and armor nearly as well as flesh); while a weapon with a high critical threat range normally indicates that it's "better suited for aiming at specific weak points, but less potential damage per hit" (fits through gaps in armor/well balanced). Battleaxe vs. longsword.

Most high-tech weapons (especially energy firearms) fall in the "easier to aim" because of reduced/non-existent recoil. Personally, I think Paizo could have gone with 19-20/x2, or even 18-20/x2 on some types (laser weapons), but I guess they didn't want tech to overshadow magic (design balance considerations); after all, if you can shoot a ray of energy as a spell at x2 and a ray of energy from a gun at 19-20/x2 or 18-20/x2, using the gun is the more optimal choice (as long as the damage is comparable).

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