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![]() Perpdepog wrote:
Automatic weapons in d20 Modern (without feats/abilities) always fire 10 rounds no matter what you're firing at. The rational being that a normal person without special skills just doesn't have the control required to fire a smaller burst. You target a 10' x 10' area and everything in that area makes a DC 15 reflex save vs. the guns damage. You can choose to fire at a single target, but you still spend 10 bullets and the damage isn't increased, it's just normal. "The Raven Black wrote:
I hadn't thought of that since no other mechanics in PF2e work that way, BUT, I think it's an intriguing idea and it helps to smooth/spread out the plausible, but powerful, abilities that come along with an automatic weapon so that those capabilities scale against the challenges you're presented with. Now that I think about it, PF2e could have done that with EVERY class of weapon, allowing more skilled warriors to have access to (probably feats) based on their expertise with a weapon. ![]()
![]() Sauce987654321 wrote: Automatic weapons were also a thing back in PF1. It had both the automatic and semi-automatic properties, which makes either an extra attack similar to rapid shot (semi) or an AoE cone (auto). I think that for any 'normal' attack 1 action = 1 attack, so the semi-auto approach of PF1 is just going to be out if we're using the three action economy. However, it is worth looking what they did for auto. Right now the resources I'm looking at for guidance are: 3.5 DMG
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![]() Tender Tendrils wrote: Post Verdyn wrote: Post I appreciate both of your historical commentaries, but this isn't very helpful for my purposes. I said verisimilitude, and not realism, for a reason. I don't expect, or even want, to simulate modern firearms. This isn't a history thread. However, I would be interested in your feedback as to whether or not these changes would be too imbalanced, (granting that I already know they're literally/technically overpowered). This is especially given your post suggests you didn't review my document as the weapons I'm proposing are not flintlock weapons with automatic or semiautomatic rates of fire. I would also welcome feedback on elegant/simple ways to deal with weapons that have an automatic rate of fire - If so I'd suggest reviewing the d20 modern and Starfinder links before proposing any new mechanics that have not been tried elsewhere. ![]()
![]() aobst128 wrote: They're powerful, but not so much as to remove all other weapons from their context. Seems good to me. They're a step up from the flintlock firearms we have now. What does your "automatic" trait do exactly? Dunno yet - that's one of the things I need to figure out. I linked to two resources from other d20 systems that deal with automatic weapons. ![]()
![]() Howdy All, I really love steampunk and i'm thinking about putting together a magic vs. technology sort of game in the future. However, the weapons in Guns & Gears are a little too renaissance/1600s and I'm thinking more like the 1800s. Below is a link demonstrating my tweaks to turn repeating crossbows into repeating firearms. 1.) The first thing I expect people to say is: These are objectively superior to crossbows/other weapons. Yes - they are. While I value balance I also want a level of feel and verisimilitude that, unfortunately, will make certain weapons just obviously worse than others. I'm ok with this sacrifice as long as that imbalance is not game disruptive. 2.) Because of the ubiquity of guns in a steampunk setting, my assumption is that they're actually the "go to weapon" for just about anyone - along with knives and other close combat weapons. Flavor wise, traditional melee weapons are really only used by experts or in certain specific contexts. 3.) I think most of these tweaks work - more or less reskinning the repeating crossbow - however dealing with automatic weapons is proving more difficult. I've looked at d20 modern's take on auto-fire and burst fire as well as Starfinder's take on fully automatic weapons. So far, I'm more in the d20 modern camp but it still requires the pounding out of details to ensure that the automatic rifle is not game breaking/game disruptive. Does anyone have any thoughts they'd like to share that you think would be helpful? Thanks! ![]()
![]() thewastedwalrus wrote: And to clarify, you wouldn't give it the repeating trait if you decided to use the musket's stats. I think it might make sense to justify the 1 action "reload" as just pulling the bolt handle, but you would keep it as an action to preserve the balance of the weapon compared to things like bows/crossbows. Ya that's a stretch for me. If pulling the slide bolt on a long arm requires an action, then drawing an arrow from a quiver would require an action. I'm interested in balance, but I'm also interested in verisimilitude. I accept that in a steampunk world that is roughly analogous in terms of physics that guns actually WILL be slightly imbalanced over bows. The issue is whether or not that imbalance is onerous. ![]()
![]() thewastedwalrus wrote: So if you wanted say a Mosin-Nagant style rifle, you could use the stats of a musket for it, or a revolver could use the stats of a pepperbox. I see, I wasn't sure but I understand now. Just applying the repeating trait to existing weapons. thewastedwalrus wrote: The other half of using that idea, is that all firearms currently printed would be made worse to show that these are the latest and greatest. So an actual musket would take 3+ actions to reload vs the 1 action more modern rifle. Ah, I don't think "old" firearms will even be available or tremendously relevant. The fact that a weapon can reliable "repeat" is what would demonstrate that it's superior to a musket, not necessarily it's stopping power. ![]()
![]() Ruzza wrote: I don't think that there really is any TTRPG where I'd recommend running it straight from the page with no deviation. That's sort of rule zero in every game. That said, for new GMs, the Beginner Box and the Trouble in Otari module are fantastic introductions to GMing as well as being very hand-holding for learners. I'm gunna have to disagree here. Paizo chooses to produce their APs in such a way that makes play testing them difficult at best. But that is not the only way that it's done. My personal expectation, that I have brought from playing almost 2 decades of 3.5, is that official modules ought to be playable right out of the box. I think it's reasonable for DMs to familiarize themselves with the module, but I don't think it's reasonable for them to figure out if it's balanced or will play well. ![]()
![]() thewastedwalrus wrote:
Whenever I homebrew, which is very rare, my rule of thumb is always to cleave as much as possible to existing design principles/mechanics so that is validaating. thewastedwalrus wrote:
Not sure I understand what you mean, can you give me an example? thewastedwalrus wrote: Finally, it suggests maybe just giving specific magic weapon variants that can't be used outside of those versions. Probably wouldn't help much for your case. Enhancements are easily re-flavored into the service of technology so that's a live option. ![]()
![]() Uchuujin wrote:
I think that if I re-skin and re-trait repeating crossbows, I'll be pretty safe. I am aware, however, that this is a tiny bit of power creep vs. bows and makes crossbows completely obsolete. I think it's something that will just take DM adjudicating/handling/tweaking as things unfold. As for fully automatic weapons, I think I will look back into the past and see if ideas/concepts from d20 modern can be pressed into the service of PF2e. However, looking at what starfinder does is also a good idea especially because that's as close to official PF2e material as you're going to get. ![]()
![]() Guns & Gears is great and all... but I'm planning for a steampunk campaign that calls for more modern - at least truly repeating - weapons. I feel like it will be relatively easy to slightly increase the damage of most firearms and give them all a capacity. One thing I need to investigate further is dealing with fully automatic weapons. Has any 3PP already gotten to this?
I feel like tweaking the repeating crossbows is the way to go/place to start as a foundation. ![]()
![]() Leomund "Leo" Velinznrarikovich wrote: So, like a rogue that feints and gets sneak attack? Ya I tend to agree that swashbuckler, to me, has always been either a type of fighter, a type of rogue, a combination of both via multiclassing. However, I'm very biased, as I believe there should really only be three classes and a ton of archetypes and subclasses. (Fighter, rogue, spell caster). ![]()
![]() rnphillips wrote:
I believe you're meant to do that to fish for a critical success on the crafting check - if you do it lasts for 1 minute and then you don't need to spend that action every turn. ![]()
![]() Aaron Shanks wrote:
I mean I'll take 20/80 lore/rules. ![]()
![]() This idea would require some DM buy in and the free archetype variant, but I don't think it's too much to ask :3 How about an inventor that uses a pair (x2) of gauntlets and takes Dual-Weapon Warrior Dedication. Initial: Complex Simplicity
Offensive Boost: Fire or Electricity (I just watched the first three episodes of Arcane last night >_>) |