| VonKronen |
Hi all, I would like to start this thread with a simple question: why publish firearms rules?
Firearms had been damned for a great part of "classical" fantasy role-playing players... And don't know why. Historical set up? Yeah, because spellcraft and elves are part of hour world history. Too much damage? So a greataxe deals 1d12 like a muskett. Throw the bows and crossbows to a forgotten sea? You cannot be an Arcane Archer with a rifle and also a firearm is more than 10 times expensive than a crossbow.
As an example, a low level character NEVER will have a firearm and a high level character will find firearms useless... Because a 20th level character with a light crossbow and the appropiate feats could make, at least, 6 shots for 1d8 + deadly aim and magical bonuses, while the sane character with a pistol coul make a single shot for... 1d8 + magical bonuses? (assuming the ultimate combat firearms rules set in the playtest PDF file, where a pistol with rapid reload feat reloads as a move action and shots as a ranged touch attack, denying the benefits of deadly aim feat).
The only thing we expect is a playable firearms set... They may make more damage than a bow or crossbow, but they are more expensive... Why complicate the things in this way? As I read in another post around here, treat firearms as crossbows, maybe making more damage in exchange of its unearthly price, and adding the exploding dice and misfire rules, both very interesting.
In my opinion, the best rules are those published in Pathfinder Chronicles Campaign Setting (3.5 rules), maybe modifying the weapons damage, reducing the range (150 ft for a rifle is a lot) and adding the possibility to play crossbow feats over firearms (both crossbows and firearms have triggers and, if I don't remember bad, firearms are an evolution of the crossbow trigger system). Prehaps some magical objects for firearms would be nice. So, all players will be happy and will have fun.