| Daisuke1133 |
I'd like to think that I've been fairly open-minded about all this guns in fantasy stuff. However, I cannot get behind the idea of a setting in which the presence of any of these guns is going to render all other weapons and characters that use them ineffectual. This is not conducive to the fun of people who are more interested in playing more traditional characters in a fantasy setting.
Now from what I've read the touch ac thing was to balance out the longer reload times, yes? But that is no longer necessary with all of the different ways to bring the reload time down in the current playtest version. And before anyone starts up with the guns penetrate armor stuff, let me remind you that there was already a mechanic for that, a X3 crit multiplier. That is what was being represented by the fact that bows and crossbows having a X3 multiplier and not the more stock standard X2 multiplier. There was never a need to invent a new mechanic to represent armor penetration when one already existed.
And before anyone accuses me of just being a whiny jerk who thinks guns should just go away from Pathfinder, let me divest you of that foolish and false notion right now. I have no problem with guns in fantasy, heck I play the Warcraft d20 rpg as well as Warhammer Fantasy Role Play second edition and all of the Warhammer 40,000 rpgs, and that last one has more guns than you could ever want. Now lets focus on that first one for a bit. It has no special rules pertaining to guns other than magical enhancements making malfunctions more frequent and enhanced gunpowders that can give minor enhancement bonuses to the attack (or damage, I'll have to go and check on that so don't quote me on it) and in one case make it so the gun can still fire even if the powder gets wet. Sword & Sorcery Studios felt no need to give Azeroth's guns the ability to ignore manufactured armor, which is a silly thing considering plate mail was created to provide plenty adequate protection against a gunshot.