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Michael Sayre wrote:
A lot of early flintlock pistols had huge orb bases so they doubled as a a mace in close quarters. Fire your shot, switch your grip and bash away. Bayonets became a thing early on both for muskets and pistols, weirdly enough.
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Michael Sayre wrote:
Or just have it produce the pistols that vanish and reload in x rounds after being dropped.
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Bobbi Burgess-Bruton wrote:
Could be that, or maybe a lever magazine rifle like some of the wheel lock rifles had during the renaissance. Tilt it down, cycle the lever and your gun is loaded and packed with a fresh pan. Cock and fire. Keep it clean or it may just harm you.
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CyberMephit wrote:
My father was a part-time black powder gunsmith when I was growing up. Made his own pistols and rifles and I was his cheap labor. LOTS of stock sanding. Yeah, muskets (which aren't rifled) lose power fast. People forget that these weapons are "fit on build." They aren't like our modern interchangeable parts weapons and your ammo wasn't made to the same standards and usually fit poorly, and let lots of gas escape, even with wadding. Because the rifling engages with the bullet, less gas escapes. Also black powder is way less energetic than modern smokeless powders. I also think they should add some kind of "repeating" firearm at a much higher price point. I'm NOT talking like a revolver or even a metallic casing. There's weapons that have internal powder and projectile magazines that being reloading to a lever pull. They ALSO have the tradeoff of making a misfire so much more exciting...
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Jared Thaler - Personal Opinion wrote:
Black powder weapons have a maximum of around 1500fps. And that's with rifling. (I looked it up) Muskets and pistols don't have as good of a gas seal (well, unless the pistol is rifled) and they top out at around 850fps, maybe 1000 if both the gun and the ammo are exceptionally well made. Don't forget that these weapons were also used for hunting. They ARE effective weapons. I wouldn't want to be shot even by the smaller .4x caliber pistols and rifles. All that being said, my major complaint is that the guns are, well, boring and they are being typical making the same damage mistakes as 1e did.
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Jared Thaler - Personal Opinion wrote:
Flintlock muskets and pistols used about the same powder charges and projectile sizes. You don't see drastic size differentiation til you start getting into 19th century guns like revolvers. The length of barrel affects accuracy. More if it is actually rifled. I've shot things with period accurate versions of both, and at the same calibers they do similar damage. Like I said, both will blow a hole straight through you. The idea that the same powder charge and same ball somehow does more damage from a longer gun isn't correct. You usually carried guns that took the same size because when they issued you your ball mold to cast your ammo, you only needed one. If you had a 53 caliber musket, you usually had pistols the same size. If you pop a vital organ with any caliber ball, you're pretty well dead. But PF doesn't roll that way. Muskets aren't rifled, and most pistols weren't either. They are smoothbore and a pain to hit stuff with at longer ranges. Rifling is a later development. Rifling does affect the damage since less gas gets around the ball on its way out, which increases the back pressure behind the ball/bullet, which, if your rifling isn't too fouled, and it doesn't jam (aka, you keep your gun cleaned) it travels faster and does more damage. I just wish they weren't being so primitive with the guns, what with Alkenstar in the setting and all.
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From looking at the actual firearms. Arquebus and musket are pretty much the same thing historically. Neither are a sniper's weapon. Both are largely volley fire weapons. Also both were semi-accurate a lot longer than the functional ranges given. A matchlock would be a better choice for the sniper weapon as that was the "light 50" of it's day with rifling and other innovations on them. Including breach loading and magazines. It'd be cool if you could include some higher-end weapons like that as a possible solution for the reload issues that are already seen in the class. There were plenty of flintlock weapons that had all of these features early on in the history of firearms. Also, musket and pistol damage should be about the same, just shorter ranges on the pistols. The idea that a pistol only does a d4 seems absurd when both can blow a hole straight through you in reality.
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So, basic question - does reload require a free hand? I just haven't used reload weapons as a player or really seen
I'm looking at the drifter and seeing a lot of... *shuffles sword under arm and works on reloading pistol* "Hold on while I reload...argh...." Other than that, I like what I see so far. Looking forward to seeing it in its final form post play-test. I know there's a feat under the Dual Weapon Fighter archetype that covers it - Dual Weapon Reload. I want to get my Master Yupa on and this seems to be in my way :)
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Ed Reppert wrote: I would think that being from Absalom giving "access" to that Dedication just means that since the Society's HQ is right there, you can certainly knock on the door and ask to join, but not that you will necessarily be accepted — particularly given the hoops one would normally have to go through to get to that point. IOW it is not (or IMO should not be) simply a matter of "I live in (or near) Absalom, and I'm leveling up to level 2, so I can take Pathfinder Agent". These are the kind of progression things that the player and GM have to work out together. It's not something that I would slam a door onif something can be worked into the story.
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Zapp wrote:
I'm hoping I preloaded enough respect for the Wandering Garbage Disposal of the Black Desert.
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I am loving the AP so far. My players are loving it too. So here's my question: How did you handle the Iffdhasil encounter with how straight up
I know the party is beefed up having all the attunements from the orbs, but... Do you have it at a distance and just have them witness it and it starts after the party after it notices them? I don't have a problem with running it as written either, it's just hard to replace party members that have been turned to sand. There is something satisfactory about depicting something that can slurp down a purple worm like so much ramen... Also, what is required to bring sandy characters back to life?
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andreww wrote:
Exactly
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Jared Thaler wrote:
It states they can send someone back to camp to get a translator at the cost of an hour of library time. Page 12. Spoiler:
"PCs who lack such familiarity can use the wand of comprehend language from one of the hobgoblin skeletons in area A6 or
spend 1 hour to return to the base camp and secure an NPC Pathfinder to assist with translation." Yeah, I am about to run this for DragonCon and the skill checks seem way high, even for "you're not going to auto succeed" campaign. From looking at the math on the DC's there really shouldn't be anything higher than an 18 except the one time check. And even at that point you're asking the player to crank out consistent 15's, which is already an encounter 3 DC and venturing into level 5 DC for a 1-2. I don't think anyone checked the math on this one. It's not really fair to have these high hitting encounters back to back for the party unless you are going to include something somewhere that can unlock it some. Since the only thing that is on a clock is the mural, I plan to let the party peck at it as they will, but I suspect this is going to bring a lot of griping and boredom at the table. You might want to put an explainer on these kind of encounters in the future that you are making them deliberately harder and why.
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I have seen several "disabled" characters at tables over the past year. None of them were using flaws. They just added roleplay elements and also technological solutions to their difficulty, if they wanted to. One or two even mirrored the player's own disability. And I wouldn't call them flawed, just people.
Troll 1-19 1-32
Capt Brob - I need information - it's not on your profile Chronicle: What chronicle number will this be for your character?
Troll 1-19 1-32
Once you have escorted Dv8 on his errands four, you return them for their scheduled meeting with Chiskisk. "Please stay my friends while we discuss" which happens largely through telepathy, so the conversation isn't overheard. After a few minutes of the pair silently gesturing to each other, Chiskisk produces an actual document. DV8 turns to the party and says, "Would you do me the honor of signing this agreement as witness to Counselmember Chiskisk and mine signing of this" "Pens are funny things" DV8 says as they sign the document. Chiskisk signs it as well, and then gestures for you to sign in the witness section.
Troll 1-19 1-32
Well, one is about to have a very bad day Edith smacks the one rat - doing some nonlethal. Mall Rats
The same Mall Rat goes to takes a swing at Edith and is dropped by Rozicheep. The other Mall Rat makes a bee-line for the package Soryn sat down and picks it up. With resulting AOO
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