While my first impressions on the Gunslinger class are mostly positive, the guns themselves leave a bit to be desired.
Any ranged weapon with a Reload value greater than 0 is suffering from severe limitations on its use, and as such should be otherwise more powerful than other equivalent options to warrant its use.
Simple Firearms
Points of Reference:
Crossbow: d8 P, 120 feet, R1, B1, H2
Hand Crossbow: d6 P, 60 feet, R1, BL, H1
Flintlock Musket: 1d6 B/P, 40 feet, R1, B1, H2, fatal d10
Losing a die to gain fatal is on par with other weapon designs for damage. Having a third of the range of the crossbow is problematic, though.
Flintlock Pistol: 1d4 B/P, 20 feet, R1, BL, H1, fatal d8
Again, we're losing a die size to gain fatal, as well as dropping to a third of the range of the hand crossbow.
Hand Cannon: 1d4 modular, 10 feet, R1, B1, H1, fatal d8
We're taking the Flintlock pistol, which is already a bit underwhelming, and halving its range in exchange for access to slashing damage.
Suggested improvements: Early firearms have been historically notorious for such poor accuracy that only mass firing lines could be reliable for all but the most skilled of marksmen. As such, I propose we leave the low range as it is, and instead increase the base damage dice by a size (leaving fatal unchanged). This gives simple crossbows the edge in accuracy for medium and ranged combat, and firearms the edge in damage for close quarters.
The hand cannon is explicitly called out as a very primitive firearm, so bumping its damage up and removing the fatal property feels acceptable.
NEW Flintlock Musket: 1d8 B/P, 40 feet, R1, B1, H2, fatal d10
NEW Flintlock Pistol: 1d6 B/P, 20 feet, R1, BL, H1, fatal d8
NEW Hand Cannon: 1d8 modular, 10 feet, R1, B1, H1
Martial Firearms
Points of Reference
Longbow: 1d8 P, 100 feet, R0, B2, H1+, deadly d10, volley 30ft
Shortbow: 1d6 P, 60 feet, R0, B1, H1+, deadly d10,
Bola: 1d6 B, 20 feet, R1, Ranged Trip, Thrown
Arquebus 1d8 B/P, 80 feet, R1, B2, H2, fatal d12, sniper, unsteady
The damage is a little better on the crits (sniper is basically irrelevant), but unlike volley, whereupon the first move action should be enough to offset the penalty, unsteady requires a continuous input of actions to aim. Coupled with a reload cost, and this is a severe downgrade from the longbow.
Blunderbuss d8 B/P, 15 feet, R1, B2, H2, scatter
We're up on damage from the shortbow (but lack of deadly offsets that), but we have a quarter of the range in exchange for a little splash damage. And we also have a reload requirement. With the exception of fighting swarms, this is an awful choice of weapon.
Dueling Pistol 1d6 B/P, 30 feet, R1, BL, H1, concealable, fatal d10
Better range and better crit damage than the bola. Slightly better crit damage than the shortbow, but at the cost of half the range and a reload requirement.
Suggested improvements:
NEW Arquebus 1d10 B/P, 80 feet, R1, B2, H2, fatal d12, sniper, unsteady
We'll keep the niche of this being the dedicated sniper's/assassin's tool, and accept that in exchange for the heavy action cost of both reloading and stabilizing, we can probably go up to a d10 base.
NEW Blunderbuss d10 B/P, 15 feet, R1, B2, H2, scatter
I think that making the blunderbuss more attractive as a serious weapon requires us to look at the scatter trait. Increasing the splash damage to 2 per weapon die helps a bit. Increasing the die size (it's almost a melee weapon at this point, and doesn't get a crit bonus) is also appropriate.
NEW Dueling Pistol 1d6 B/P, 40 feet, R1, BL, H1, concealable, fatal d10
The dueling pistol feels pretty good so far- respectable damage, no downsides, can be dual-wielded- it just wants a bit more range for that proper deadeye feel.
Now, there's still a few niches worth exploring.
NEW Carbine Musket: Martial, 1d8 B/P, 60 feet, R1, B1, H2, fatal d12
The lack of a proper midrange martial weapon is a problem. I propose this (historically, a shorter and lighter version of the arquebus). It fits into the same niche as the shortbow (60 foot range, no penalties), but get a bunch more damage in exchange for Reload 1 and being uncommon.
Advanced Firearms
I think it's reasonable to assume that advanced firearms are probably going to have an equivalent to Reload 0 through the application of a magazine that condenses the reload actions into a block.
Advanced firearms have the Capacity Weapon Trait. They can be loaded with a number of rounds equal to the value of the capacity trait (requiring a number of actions equal to the first reload value). While they still have rounds in them, they use the second reload value.
Chamber capacity works the same way, but you can also reload rounds one at a time with an interact action.
NEW Bolt Action Rifle: Advanced, 1d10 B/P, 100 feet, R3/0, B2, H2, capacity 4, Fatal d12, sniper, unsteady
The superior option for snipers and assassins- we still have unsteady and the same damage as the arquebus, but a slightly longer range and the ability to condense reload actions with Capacity.
NEW Repeater Carbine: Advanced, 1d8 B/P, 60 feet, R3/0, B1, H2, capacity 4, fatal d12.
Compared to the Bolt Action Rifle, we've got worse range and base damage, but don't need to keep aiming. Compared to the shortbow, we've got a higher base and crit damage, but need to take a turn off every few rounds to reload fully.
NEW Revolver Pistol 1d6 B/P, 40 feet, R3/0, BL, H1, chamber capacity 6, concealable, fatal d10
Statwise, it's the Dueling Pistol but with 6 rounds loaded up at once. Compared to the shortbow, we have less range and bigger crits, but need to take a turn off every few rounds to reload fully.
NEW Shotgun Advanced, d12 B/P, 20 feet, R2/0, B2, H2, chamber capacity 2, scatter
Two barrels, twice the fun. Otherwise just a damage and slight range upgrade from the blunderbuss.