Well ammo cost, but you can create them at a lower price, you can just begin with a good number of them at low cost, at high level they won't be so expensive. Reloading and damage make them specific for some classes, a random class won't do anything with a weapon like that yeah.
In my opinion what really is a problem is their touch attack, quite always they will use an high bab class and don't have to much MAD so I don't see why they need something like that
ProfPotts wrote:
Yeah, I can't quite understand the logic behind the firearms of bypassing all the natural and armor bonus, if someone hit a golem of iron with a gun or with a sword they won't do nothing, I know that the mechanic of the game doesn't follow the reality but usually you can see some logic
CWheezy wrote:
Well, I always played D&D 3.5 and here I was quite disappointed by them, probably you can show me some good build or something like that but as far as I saw here they are quite nerfed, almost every spell have save DC with no secondary effect, usually at high level monster have good saves, true vision everywhere... The Boss wrote: I played a game where guns over two barrels, had negative to hit mods, over ten ft. And it took 2 turns to reload a barrel. I did not feel significantly more powerful than anyone else in the party. Maybe only the revolver can do this but with them you can dual wield and recharge as a free action, so until the misfire you can almost shot anything
I've seen the math you've posted for firearms, that's more reasonable and I admit that the misfire was heavily underestimated in our play (and always seen revolver with low misfire), we can say that the misfire is their miss chance rather than the attack...
Abraham spalding wrote: Most high level fighter builds that are consider "fairly to mostly" optimized can drop a CR equivalent or higher monster in one round, so that's not much of an argument against this weapon. As far I know it's difficult, their attack bonus can be high but it's difficult to get every hit when the enemy AC isn't too low. Someone with firearms don't have this problem, there a few monster with high touch AC swoosh wrote:
Well, every optimized build will use only a single weapon. I speak of any decent build using them. They do quite the same damage with against touch AC, so they will get every attack. swoosh wrote: I also think you're underestimating the feat expenditure a bit. A fully fleshed out TWF pistol build is twelve feats out of the total fifteen that a gunslinger gets over their career. Yeah, they can make it work for less but that's still nothing to sneeze at. Yeah, you have to take many many feats or you will take like 10 attacks of opportunity but when you get them you have everything you need.
Hello everyone, I may be bringing an old topic but as we go on I don't quite understand how can be the firearms still this strong. Usually with my group we like to do elaborate research to create strong pg, so we know the basic breaking game class or combo but firearms aren't in the same league. Even with some basic search you find that they can easily break the game (at least for use). For example:
But that's only the basic problem, because what I find overpowering is what you can do past this. A friend of mine really like this weapon so I've some builds, but how can be legit something like a dual wielding revolver without the disadvantage of a meele build? The damage could be on pair with a regular fighter but with touch attack and more strike. If we use the paladin build with the dual wielding is even worse. I am exaggerating? I really can't compare them with other fighting classes, the difference is very big |