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![]() In Owen K.C. Stephen's blog post, he mentions that the list of items that are being asked for are: "from one of the following categories: armor, shield, weapon, staff, ring, or rod." However, in the rules for Round 1, it says that: "Submission is not a specific armor, specific weapon, ring, rod, or staff." I've got an idea for a shield, but I'm not sure if it's legal. Any chance of a clarification from a judge? ![]()
![]() The main design decisions I found with this were the name, which CL to make it at and the secondary effect of the tentacles. Any feedback is much appreciated. P.S. I find it very educational to see how the judges went through the items, so much love to Neil for going through the effort of posting it all up. Dagon’s Gift
Spells: Polymorph(S/W 6), Rage(S/W 3), Monstrous Extremities (S/W 3), Excruciating Deformation (S/W 3) ![]()
![]() One thing I never do in my games is tell the PC's that they can't do something - within reason. However, one thing I make very clear to any evil PC is that actions have unforeseeable consequences. In this case, I'd let it happen - and make sure his victims are important to the plot. The next time someone wants to buy a magic item, they find that the clerk has been murdered and the store shut down, for example. As far as tracking notoriety goes, play it by ear. If he makes no mistakes, don't punish him. But definitely have a few bluff checks on the go if he ever becomes a suspect and gets questioned. And if he gets high profile, maybe the local law will put their best man on the case... As Phyrric Victory pointed out above. As far as content goes, there's a good article in Dragon #300 called 'How Far Should You Go?' which provides good food for thought on how violent or 'mature' content should be handled with different groups. ![]()
![]() Thank you for the swift reply. It's a pretty counter intuitive situation, but I suppose the opposite - one misfire roll and you're boned - is punishing those who use the scatter guns for what they're for. Personally, I'd wish for a rule which didn't make the misfire chance depend on the number of targets (maybe the misfire only applies on the first attack roll?), but this option is the better one of the two presented. ![]()
![]() Stephen Radney-MacFarland wrote: A firearm making a scatter shot misfires only if all of the attack rolls made misfire. So does this mean the more people you get in the cone - i.e. the more attacks you make - the less chance you have of misfiring? Why does the number of targets affect the misfire chance? ![]()
![]() Here's a build I whipped up. Couldn't think of feats to throw in at the blank levels, so any ideas would be much appreciated. Also, any ideas on equipment for the Gunman would be much appreciated. If I missed anything, let me know. Average dpr calculated using this thread They are shooting against the Black Dragon stats above: AC 28, Touch 10. --------------------------------------------------------------------------- --------------------------------------------------------------------- Human Fighter 10 (Archer) Str 20 (17 buy, +1 4th lvl, +2 belt)
Equipment:
Feats:
To hit (using Manyshot, Rapid Shot and 3 point Deadly Aim): +20/+20/+15 (+10 BAB, +5 Dex, +2 Weapon Training, +1 WF, +1 GWF, +1 PBS, +3 Enhancement, +2 Bracers of Archery, -3 DA, -2 RS) Damage: 1d8 + 20 (+5 Str, +3 Enhancement, +1 BoA, +6 DA, +2 WS, +2 WT +1 PBS) DPR: 2*(.65*24.5) + (.65*24.5) + (.40*24.5) + (.5*2*.85*24.5) = 61 (Rounded down) --------------------------------------------------------------------------- --------------------------------------------------------------------- Human Fighter 10 (Gunman) Str 10
Equipment:
Feats: 1H - Exotic Weapon Proficiency (Firearms)
To Hit (Using 3 point DA): +21/+16 (+10 BAB, +8 Dex, +3 Enhancement, +2 Weapon Training, +1 WF, +1 GWF, +1 PBS, -3 DA,) Damage: 1d6 + 22 (+8 Dex, +3 Enhancement, +6 DA, +2 WS, +2 WT, +1 PBS) DPR: (.90*25.5) + (.90*25.5) + (.1*3*.90*25.5) = 52 (Rounded down)
If my calculations aren't completely off, the archer does more damage per round, thanks to rapid shot & manyshot, even with the 'shooting against normal AC' handicap. This also assumes one is using Rapid Reload and the paper charges, just so the gunman can use a full attack. This also brings the misfire chance up to 10%, which brings it's own problems. Even if you replace the pistol with a rifle, that brings the DPR up to 60, which is on par. ![]()
![]() overdark wrote: It's not the GUNSLINGER, its the GUNS. If it's the guns, then build two lvl 15 fighters - one with a rifle (or a musket, to compare advanced and simple firearms while we're at it) and one with a comp longbow - and compare the dpr. If you're so 100% sure that you're right, then show us the numbers. ![]()
![]() Hexcaliber wrote:
The majority of this discussion has been made using the advanced firearms, which negates this particular downfall. ![]()
![]() overdark wrote:
What about feats? Rangers get their Combat Style feats and Gunslingers get their bonus feats too. How do they come into play? What if it was a fighter instead? How would the fighter specific feats/class abilities differ him from the gunslinger? What if he was an archer instead of a crossbowman? Your point was that no matter the build, gunslingers are better. I don't buy that. ![]()
![]() overdark wrote:
Instead of just saying a gunslinger beats a crossbow fighter, why don't you start up a new thread and playtest it. You know, the whole point of the playtest. You're the only person who believes it without evidence. Personally, I can see where you're coming from - hell you may even be right - but if you don't crunch the numbers properly, you don't have a case. ![]()
![]() overdark wrote:
Against an ancient red dragon - your monster of choice - it doesn't matter if they have half base attack; she'll still only miss on a 1. And she won't have to worry about range increments. Also, if a 15th level barbarian is only dishing out 22 damage per round, something has gone seriously wrong. If you optimise the gunslinger and not the barbarian, it doesn't make for a fair comparison. (+1 to Gorbacz's post about Power Attack and Rage Powers) ![]()
![]() Would you consider the sorcerer with a load of rays to be overpowered? At 15th level, she'll have an awful lot of low level spells, and will be dishing out a lot more damage than the gunslinger. She'll be hitting every attack, and what's more, her spellcasting ability won't shatter on a natural 1. On the other side of the coin, if the gunslinger comes up against anything with a high dex, he's just as likely to hit as anyone else, and will do quite a lot less damage. ![]()
![]() Gunslinger Playtest wrote: This starting weapon can only be sold for scrap (it's worth 4d10 gp when sold) The gun isn't broken, it's treated as broken for other people. It's still worth nothing, even when it's tip top. As for the crafting thing, there's nothing stopping a spellcaster from scribing scrolls, making potions or crafting any other magic items at any level as selling them for profit. Guns are made for half market price, and sell for half market price. As for the black powder, at 4gp profit a pop, it's the same profit margin from making and selling Alchemist's Fire. The only thing I'll say you have a point on is if you can make black powder in bulk, but then you have to find a buyer for a barrel full of black powder. Also, if your PC honestly thinks that making and selling black powder is a better way of making money than adventuring, then they ain't exactly adventuring material. ![]()
![]() Vital Strike requires the spending of a feat, of which Gunslingers are starved as it is. It's basically a way for Gunslingers to make full attacks with guns for which they can't reload as a free action. As far as a comparison between Vital Strike and Dead Eye, Dead Eye does less damage more often and Vital Strike deals more damage less often. ![]()
![]() The point lies in the fact that: 1) PC's can't just kill a first level Gunslinger and instantly get 1,000gp; 2) The upgrade costs 300gp, so they won't be able to fix it until they can afford masterwork weapons anyway; 3) It nerfs one gripe I had about the previous incarnation of the Gunslinger: that they need to spend another 1,300gp to get a masterwork - and hence magical - weapon, which is about 1,000gp extra than any other class. This allows Gunslingers to keep up with other characters with regards to mw weapons while keeping wealth in check; 4) Every class has Craft as a class skill. Has it ever been a problem in any other game that player's can make something for 1/3 cost and sell them for 1/2? Personally, I think this was one thing that was very well tweaked. I haven't had an in depth look at it yet, but what I've seen, I don't dislike. ![]()
![]() I think Against the Few is a good addition. For instance, I want to pit my 8th level PCs against a horde (i.e. dozens) of zombies, but if I advance them too much, they'll be too powerful. This feat is perfect in a sense that they're dangerous in numbers, but still weak enough to be mooks. My main concern with Against the Many is with creatures with special abilities that are on par with their primary attack methods, e.g. a dragon's breath weapon. even with the -5, it's still a hefty chunk of damage. I'd say it might work, but extensive playtesting with a a good variety of monsters would be a key element in achieving balance. Have you used any of these in an actual game yet? If so, how did it work out? |