| Sul Zain Aserbet |
Hey folks, just read through all the replies, including what has been said about alternate ways to create a musketeer. I like Heretek's reply on the matter.
@Blueluck
I like your responses in concerns with the cost of firing a weapon, and have mixed feelings about guns sucking for everyone but the gunslinger. Let me elaborate:
Firearms seem to be problematic for pathfinder and other games from which pathfinder pulls its traditions. I feel there are two reasons for this. Reason number one is that the system tends to rank the damage of weapons relative to the other weapons in the system, and that this is very loosely based in our concept of how dangerous these weapons are in reality (i say loosely because I feel the weapons are ranked on perceived threat and damage potential; anything weapon in the equipment section of the core rulebook will kill you). A dagger does a d4. A longsword is much bigger and heftier than a dagger, so it does a d8, and so on.
So how do you rank a firearm with this kind thinking? Relative to a dagger, sword, or any other medieval weapon in the core books the firearm has more killing potential than anything. The firearm is the eventual successor to all of these weapons. It seems the game designers break with their previous system of how to assign damage to weapons when it come to firearms. Maybe rightfully so, otherwise the weapon might be so attractive that, like history, pathfinder universes will lay down their sword and modernize because of the advantage.
Reason number two is similar in thinking to reason number one. Game developers dont want firearms taking over everything so you are subtlety punished by choosing to use a gun by having to obey clunky mechanics.
So, back to the original matter, as it is the gun is clunky unless you specialize in it, so the influence of the firearm doesnt leak over into other classes. Now that I've had more time to think about it, that's fine with me i suppose, I just hate that the classes abilities are to not suck at something that everyone else would suck at, if they had any interest in trying. Maybe the class just needs more oomph.
So here's an idea to fix the damage problem: what if a gunslinger had the ability to pack more black powder into their gun to increase the damage and the chance of misfire, and have it scale similarly to an alchemist's bomb or a rogue's sneak attack? Something like:
1. Supercharge (1d6, +1 to misfire)
3. Supercharge (2d6, +2 t misfire)
And so on.....
To offset how great the chance at misfire eventually becomes, gunslingers should not have a chance to misfire a weapon when fired regularly. There was a post on the board that mentioned the idea that gunslinger's weapons dont misfire because of routine maintenance,and it resonated well with me. Similarly, this could be combined with a grit ability to lower the chances of misfire (I don't know, call it "Here me baby, stay together" or something).
Because Deadly aim wont work with this class as worded, why not have a class ability that basically gives you a version of this feat that will work?