Firearms?


General Discussion (Prerelease)

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Sovereign Court

A scattergun has a capacity of 2, yet the reloading part says "1 move action per shot". Does this mean you have to use a move action between every attack or after all the bullets have been shot? The latter would make more sense.

Thanks.

Paizo Employee Creative Director

Deussu wrote:

A scattergun has a capacity of 2, yet the reloading part says "1 move action per shot". Does this mean you have to use a move action between every attack or after all the bullets have been shot? The latter would make more sense.

Thanks.

Reloading a scattergun completely takes 2 move actions. You can do that in a round, or you can just shoot and reload and shoot and reload.


James Jacobs wrote:
Deussu wrote:

A scattergun has a capacity of 2, yet the reloading part says "1 move action per shot". Does this mean you have to use a move action between every attack or after all the bullets have been shot? The latter would make more sense.

Thanks.

Reloading a scattergun completely takes 2 move actions. You can do that in a round, or you can just shoot and reload and shoot and reload.

Since we have got the jump on you in this dark alley, we might as well beat some more information out of you:

What would you say to a feat that lets you reload firearms faster? Or, alternately, let rapid reload work with firearms?

Liberty's Edge

KaeYoss wrote:


What would you say to a feat that lets you reload firearms faster?

Hai!

Sovereign Court

I'm reading the firearms once more, and I'm worried...

To me it seems firearms, like crossbows, will lose their potential against ordinary bows and big melee weapons. As they remain to be cool, sassy steampunky weapons, they seem shady in comparison. They cost almost or even more than a +1 composite longbow, and yet they receive no extra bonus from another source, require an exotic weapon proficiency and just ... well, let me elaborate.

The capacity reminds me of a repeating crossbow, a weapon I've never seen in use. The weapon is just useless. The main problem is damage.

A pistol, a revolver .. they both do a meager 1d6 points of damage. 1d6?! Albeit giving a chance to use only one hand to shoot, they don't receive any bonuses from high strength or anything! In fact, just shooting with a SLING will actually be more beneficial than using a pistol! The revolver at least has a capacity of 5, though after it's empty, it takes 5 move actions to get it up running again. 2½ ROUNDS?!

Rifle is a very good weapon range-wise, but not much else. It suffers from the same "crossbow-syndrome". No additional damage modifiers, out of the window.

Of all the weapon presented, Scattergun is the best. One would think 3d6 is a huge lot and it will anything.. well, not quite. Sure, an average damage of 10.5 with a ranged weapon is good, but it alone doesn't make it better than a bow, not even close. A bow never needs time to reload, is able to deliver precision damage, has better range, and can include strength to damage. To be on par with the scattergun, a bow has to have +6 to damage. I admit that's hard to come by, but with the money you get a masterwork scattergun (2500 gp), you get a +1 composite longbow with strength +1.

So, now we're at 3d6 vs. 1d8+2. Minimum damage is the same, and scattergun wins, for now. With some extra money burned to the bow, and enough strength you get the damage to climb. In addition the favored enemy bonus will significantly skyrocket the average damage. Despite that, scattergun wins the bow in average damage.

But all the other firearms fail miserably. I'd urge to crank up the damage on other of those weapons, and give them some ability that'd prove they do penetrate armored things better than others. Like, have them ignore half the DR or so.

Why would Alkenstar produce weapons that are worse than normal hunting weapons?

Sovereign Court

At least part of this is addressed with the optional rule for "Exploding Dice" on p.212 of the Campaign Setting. You could easily add another optional rule for ignoring armor or DR or something.

As for why these rules weren't designed into the firearms rules from the beginning, Paizo has said on multiple occasions that firearms are NOT common (even exceptionally rare) in Golarion. The rules are there for those who want firearms in their games, not to make firearms as good as they might be in the real world. Because then you'd have the same thing happening in Golarion that happened in the real world: Guns are better than any other ranged weapon, and before long, everyone's using firearms, and pseudo-medieval-Renaissance Golarion is no longer the world its designers created.

Sovereign Court

Rob McCreary wrote:

At least part of this is addressed with the optional rule for "Exploding Dice" on p.212 of the Campaign Setting. You could easily add another optional rule for ignoring armor or DR or something.

As for why these rules weren't designed into the firearms rules from the beginning, Paizo has said on multiple occasions that firearms are NOT common (even exceptionally rare) in Golarion. The rules are there for those who want firearms in their games, not to make firearms as good as they might be in the real world. Because then you'd have the same thing happening in Golarion that happened in the real world: Guns are better than any other ranged weapon, and before long, everyone's using firearms, and pseudo-medieval-Renaissance Golarion is no longer the world its designers created.

Well, almost. I have a nagging feeling bows are just too superior compared to firearms. Really, the expense of a feat (although PFRPG gives more of them), extremely high price and still only Scattergun can rival them on short range. Sure, the exploding dice optional rule gives in to more damage.

My focus here is mixed. I want to use firearms in Pathfinder Society, using 3.5 rules currently... thus the optional rule is not available. I think it needs more than an optional rule to make the firearms better. Ignoring part of the DR would be ideal, making them significantly better against constructs and undead. But that's specific, since that alone won't make the crowds flock to use firearms.

Cranking up the damage by A LOT it would make them appealing, but not instant favorites. Still with the reloading times and high prices make them slow and targets for nasty sundering. What I'd suggest...

Blunderbuss - since it's a useless weapon in the whole section, absolutely dreadful in fact, I'd make this just even deadlier than a scattergun. Damage 3d10 (16.5), no other changes. With the chance of shooting only once every other round, I think that's alright, since the damage per round (DPR, a lovely term) is around 8.25. On par with a bow, but the fire rate will eventually degenerate it into nothingness.

Musket - same as above, will see very little use. 3d6 (10.5) damage, good for killing small critters far away. Reloading takes a lot off from this weapon. In fact, it's a one-shot. Then you drop it as a free action.

Pistol - or as I like to think of it - an overpriced hand crossbow. 2d6 (7) would actually be quite alright with this, as it would be rather close to a light crossbow in that matter. Slightly shorter range, requires a move action to load, bigger punch, smaller threat range.

Revolver - Now this has some real potential. I'd wish to make it same as pistol, 2d6, but... I really don't want it to be the same, yet I feel the need to make the average more stable. Alas, I result in 2d6 (7). The additional 5% misfire chance makes a certain balance here.

Rifle - it has a ridiculous range, a good threat range compared to critical modifier. It still needs to back a punch to deal with the other firearms. 2d6 (7), because cranking it up further would make it too good to a pistol and crossbows. Though I can't evade that issue; in it's current form it is still better than a crossbow, but worse than a bow.

Scattergun - my favorite. There's not much to do, it is a solid weapon in my mind. I'm not sure if it even needs the additional damage, since it's able to shoot twice a round (rapid shot). It's a bit less than a blunderbuss, but requires less rounds to load, and with this additional die it has a better range. As if that mattered.

I admit that early on the damage amount with scattergun (both original and my suggested revision) is a lot more than on early levels. As the levels stack up, bow will go by, leaving the scattergun with its 4d6+nothing, while the bow enjoys a nice bonus from multiple attacks, rapid shot, special material arrows, and range.


I'd say that the firearms as we find them in the Campaign Setting are rather primitive ones - not very reliable, not very convenient, not very accurate, etc. - and thus are quite weak.

The reason for that, and I don't deny that it's metagame, is that they shouldn't be a match for the weapons that are supposed to be the status quo (i.e. bows and the like).

I think that if you want to get more use out of them, you need to advance them. Give them a couple of centuries of enlightened progress.

That will result in more reliable firearms, firearms with clips (or at least reloading helps in the case of the revolver), and a lot more firepower, which will manifest in better/more damage dice, or even a flat bonus (which would simulate the strength score behind the improved gun, ammo, gunpowder, and so on.)


You could go the final fantasy tactics way and enchant your guns like you would your bow. Maybe let them have the quick loading thing out of MiC. Maybe a special form of vicious (even though it's ranged, the firearm 'spits' flame back at you) or the various element/alignment enhancements.


Pathfinder has firearms? I didn't know that.

What book are they in?

Silver Crusade

john ferrantino wrote:

Pathfinder has firearms? I didn't know that.

What book are they in?

The Pathfinder Campaign Setting book.


Hi,

You may want to read THIS.

Sovereign Court

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Kyrinn S. Eis wrote:

Hi,

You may want to read THIS.

And this is really, really good: LINK for $2 and there is a rumor of a sequel!


DitheringFool wrote:
Kyrinn S. Eis wrote:

Hi,

You may want to read THIS.

And this is really, really good: LINK for $2 and there is a rumor of a sequel!

Yeah, it was pretty cool. Thanks for suggesting it.

The Iron Kingdom books (expensive OoP) are plenty cool in that regard and so many others. On the Privateer Press fora, there is an active 'Iron Path' Pathfinder IK conversion thread.

Best,

Sovereign Court

Otherwise nice, but you can't justify crappyness just with fluff. Game mechanics should balance the issue first. Fluff is just the frosting.

I'm speaking about the feel. If you are worse with a firearm than a bow, it will definitely make you feel stupid. A feat for a crossbow with a make-over... And the certain instability with the weapons is already there; i.e. revolvers misfire 10% of the time.


Deussu wrote:

Otherwise nice, but you can't justify crappyness just with fluff. Game mechanics should balance the issue first. Fluff is just the frosting.

I'm speaking about the feel. If you are worse with a firearm than a bow, it will definitely make you feel stupid. A feat for a crossbow with a make-over... And the certain instability with the weapons is already there; i.e. revolvers misfire 10% of the time.

I'm sorry what were you referencing when you wrote the above?

The PF setting guide, or???

Sovereign Court

Kyrinn S. Eis wrote:
Deussu wrote:

Otherwise nice, but you can't justify crappyness just with fluff. Game mechanics should balance the issue first. Fluff is just the frosting.

I'm speaking about the feel. If you are worse with a firearm than a bow, it will definitely make you feel stupid. A feat for a crossbow with a make-over... And the certain instability with the weapons is already there; i.e. revolvers misfire 10% of the time.

I'm sorry what were you referencing when you wrote the above?

The PF setting guide, or???

Uh, yeah, Pathfinder Chronicles Campaign Setting, page 208 + some. That's where the firearms are, at least to my knowledge.


I think the other posters alredy mentioned it enough, Deussu: There are supposed to be weaker, mainly because of metagame. If they are to be equal or better than the common fantasy-medieval weapons, then the medieval-fantasy weapons wouldn't be used.

Now, you could just make anything you want on your games, but it's simple: No matter how much you want, I doubt they will make firearms better, even equal, to other weapons, if they don't want to advance some centuries on the timeline. If they do, it will be a hard time explaining why people still use bows, and why people still use plate mail and all.

So, use whatever you want. They won't power up firearms too much, if they ever do.

Simple.


Deussu wrote:
Uh, yeah, Pathfinder Chronicles Campaign Setting, page 208 + some. That's where the firearms are, at least to my knowledge.

Okay, thanks. Got a bit confused on what was being responded to. :)

Sovereign Court

Diego Bastet wrote:

I think the other posters alredy mentioned it enough, Deussu: There are supposed to be weaker, mainly because of metagame. If they are to be equal or better than the common fantasy-medieval weapons, then the medieval-fantasy weapons wouldn't be used.

Now, you could just make anything you want on your games, but it's simple: No matter how much you want, I doubt they will make firearms better, even equal, to other weapons, if they don't want to advance some centuries on the timeline. If they do, it will be a hard time explaining why people still use bows, and why people still use plate mail and all.

So, use whatever you want. They won't power up firearms too much, if they ever do.

Simple.

And why would they use firearms or build them in the first place if bows were better? And even with a damage crank-up they - wouldn't - be - all - that - better. Bows have their advantage:

a) free reloading time vs. move actions or even full-round actions
b) no additional misfire chance
c) relatively cheap (100gp vs. 1200 gp)
d) add strength to damage
e) better criticals (x3 vs. x2, Rifle being an exception with 19-20/x3)
f) martial weapons
g) greater range (again, rifle being the exception)

As much as I hate to use the word "verisimilitude", this is one of them. Ask yourselves, why would anyone in Golarion build a complicated weapon if it were worse than ordinary bows? Crossbows are worse than bows too, but they can be used by the common folk better than bows, and that's the point!

Think of it; have you EVER seen anyone use a repeating crossbow?

Dark Archive

Some posters have said firearms are supposed to be weaker than bows. If they are supposed to be weaker, why do they require a feat to use? Why should a character have to spend a feat to suck in combat? Why should a character have to choose between being awesome and being effective?

Actually, I think the last question applies to most exotic weapons. The really cool ones aren't mechanically much greater than their martial counterparts and some are even worse. Deussu already mentioned repeating crossbow, and splatbooks are filled with exotic weapons that feel awesome but fail mechanically except in very specific circumstances.


I've had a character that used a repeating crossbow: Human Scout/swashblucker, ended up a piraty themed build. Was very effective too.

Crossbows are easier than a bow is to use: Point, shoot, crank to reload, they also have greater penetrating power with a lower pull strength (from the loader's point of view) than a bow. Yes they are slower and mechanically more complicated but ease of use explains alot.

Early firearms weren't much better than an arrow pushed by a gunpowder charge. They were not accurate, they were very dangerous for the user, if the powder got wet it was ruined, it was hard to determine how much powder to use, and they didn't do as much damage as a crossbow when they did hit. So why did people keep developing them? Ease of use, intimidation factor...

and the old goblin reason: IT GOES BOOM!

Also several of the exotic weapons are worthwhile:

Spiked chain comes screaming to mind, but the two bladed sword and double ended axe do too.

Two long swords (or battle axes) that fight as a one-handed and a light? Great!

Dark Archive

Spiked chain is one of the only exotic weapons that are actually worth the feat. By itself, exotic double weapons grant +1 damage (longsword/shortsword vs two bladed sword, or +2 damage if you'd be using two shortswords for weapon focus synergy). Also, if you're using an exotic weapon you might have trouble finding a magical version of one if your DM decides exotic weapons should be rare.

But back to firearms.

Firearms obviously aren't as good as bows. If rapid reload worked with them they could come close, but currently they shouldn't be exotic weapons. Martial or simple would be a better option from a mechanical point of view.

Abraham mentioned an intimidation factor with firearms. I'm not finding one in their descriptions, could you please specify where it can be found in the rules?

Sovereign Court

Marko Westerlund wrote:
Abraham mentioned an intimidation factor with firearms. I'm not finding one in their descriptions, could you please specify where it can be found in the rules?

I'm guessing it's the fluff-side of it. Using a firearm is indeed cool and awesome and makes you a badass, all until you get to roll damage and fail miserably.


My personal opinion is that they just included the firearms to be an option for those who really ant it and that really want to look cool. I don't really think they were meant to be widely used one way or another. They ARE worse after all, that's why they did not take the world.


But they aren't cool the way they are presented in the PF Setting.
So, the question, 'why include them' is more than fair.

Clearly later developments in firearms technology make them superior in almost every way (except silence) or else we would still be waging wars with bows, etc.

The era of technology portrayed in the described PF material doesn't make them compelling. But wouldn't magic versions (such as those depicted in the Link posted by DF) be just as likely to begin to be seen as magic bows and magic arrows?

It is irksome to find such a mix of cultures and eras as exist in Golarion, and then have the meaningless versions of black powder weapons included with no in-setting-support-intention to better them. Yes, I realise it is a flavour and long-term mechanic/balance issue, but still...

The other setting I linked to handles the mix of technology anf magic very well, and suggests that a 'happy medium' is indeed possible if one were so inclined to craft.

In any case, as long as those players/GMs who are interested in firearms in their games know there are alternatives to the underpowered, ill-suited version presented in PF material, it's all good.

The Exchange

I believe the main reason that firearms aren't going to overtake bows and crossbows should have more to do with their cost to make and use than with how effective they are. Even in our own history guns overtook many older weapons but not very quickly. Plate eventually disappeared because of the penetration factor but then again heavy crossbows were pretty effective for that too. One advantage of a pistol that comes to mind is the ability to conceal something that small and be packing the punch of a heavy crossbow. Also it's pretty easy to teach someone how to use both guns and crossbows where training someone with a longbow takes much longer and is harder to attain a necesary skill level.

The point is that the mechanic for making sure guns don't over run all the older weapons is in effect going to be the cost involved. Most rulers aren't going to be willing to or won't be able to afford to outfit their guards and soldiers with expensive guns and blackpowder. As long as you keep the cost up it will still be a rare sight to see someone take guns as their chosen weapon.

I do believe they should have some advantage though in game mechanics other than the fluff of looking cool and the boom factor for a goblin.


Tilquinith wrote:

The point is that the mechanic for making sure guns don't over run all the older weapons is in effect going to be the cost involved. Most rulers aren't going to be willing to or won't be able to afford to outfit their guards and soldiers with expensive guns and blackpowder. As long as you keep the cost up it will still be a rare sight to see someone take guns as their chosen weapon.

I do believe they should have some advantage though in game mechanics other than the fluff of looking cool and the boom factor for a goblin.

While I can agree with what you have said, the idea of firearms costing too much in comparison to magic items seems skewed to me.

If a progressive, far-sighted ruler invested the coin into firearms development and troop-training, they would, barring an absence of competitive magic casters, dominate their region within a few generations v. muscle-powered weapons armies. I mean this, of course, on a cost for cost, non-magic to non-magic comparison.

If magic versions are so ubiquitous in a setting so as to be an argument-factor for a given advantage, then the same magic utility could be added to firearms.

It really comes down to a milieu/philosophy about restricting firearms in lieu of fantasy-standard melee weapons and bows/crossbows.

> shrug <

I will add, though, that as a GM who has allowed repeating firearms in a DnD setting, the sense of necessity for conserving carried ammunition makes their use less frequent and much more 'as needed' than many have feared.
Even in the Real World, just because one has potential access to gun stores or shops which sell ammunition, doesn't mean that their availability aids one when that shop is not where the shoot-out is taking place; and, re-loading takes time, even in modern magazine-fed weapons. Valuable time in which a knife-wielder can close the distance and still prove deadly.

Paizo Employee Creative Director

This thread is a prefect example why I was never a big fan of including firearms in Golarion. Guns are cool in D&D style games; but the campaign setting has to be one that's built from the ground up to include them. We wanted Golarion to feel more like classic D&D, Robert E Howard stories, ancient Rome, and basically a world that WASN'T big on firearms. But at the same point we wanted to include elements that would allow for anyone to play their favored form of the game. So we put firearms in.

Of course... this is a case where a little bit of something annoys those who don't like it, while a little bit of something is nowhere near enough to satisfy those who DO like it. I'm not completely happy with the way firearms have been handled in Golarion so far, since they do little more than taunt and tease. Were I doing this all over again, I'd probably cut them out of the campaign entirely, to be honest.

In any event, firearms will, I suspect, be downplayed in future products. If folk REALLY want them to play a bigger part, we'll be listening, but I suspect that the best solution is to let them lie fallow and let GMs who want to enhance the presence of firearms in their own games do so as they will.

Sovereign Court

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
James Jacobs wrote:
In any event, firearms will, I suspect, be downplayed in future products. If folk REALLY want them to play a bigger part, we'll be listening, but I suspect that the best solution is to let them lie fallow and let GMs who want to enhance the presence of firearms in their own games do so as they will.

I'm one of those that likes the ideas of firearms (and even how they are incorporated in Golarion) BUT none of my players like them and we never use them.

This is one of those components that can be easily added by the DM if needed. I'm cool with you just dropping them.

The Exchange

I personally like them being in the game world, the DM can decide how prominent they are.

there are those who like classical western games, and those who like anime inspired fantasy (im a fan of both about equally) guns go well with anime fantasy (think Final Fantasy) but can spoil western fantasy. I say work on it and make it a healthy option, but put a caution warning on it.

Sovereign Court

Mixing realism and D&D is always a treacherous path. Firearms were bad in the beginning, yes, but they had their advantages in size and ease of use.

And I understand that including firearms in a D&D setting is a risky business; make them too good, and the place is filled with 'em. Make them bad, and you barely notice.

Personally I adore Alkenstar and the entry in the campaign setting. Maybe I'm just a sucker for Steampunk-y things. Besides being technologically enhanced in a D&D game has its own excitement.

Liberty's Edge

I'm not as concerned with Firearms themselves as personal weapons as I am cannons. I love the Shackles and stuff, but D&D sailing stuff that's accurate to the era doesn't make for as fun a game as something more influenced by Pirates of the Caribbean.

In other words, I want cannons, sloops, man'o'wars, etc. I don't want to have to row my galleon into battle.


I'd like to see the firearms in Golarion achieve something resembling parity with bows. As it stands right now, there really doesn't seem like much of a point to use them. You get fewer attacks per round, the powder and ammunition is expensive, and you can't use them in the rain. Granted, Alkenstar's military power is probably derived from their artillery (as opposed to personal firearms), but it seems that most people would just pack a bow and take a pass on purchasing a financially expensive, feat-sapping ranged weapon.

That being said, neither bows nor rifles can withstand the might of the kind of tech you can probably salvage from Numeria.

Sovereign Court

Heh, I will remain annoying!

There's one thing I started to think about; small characters. Only the medium damage is listed, and some weapons give a penalty for small creatures. I ask this; do small characters take the -4 penalty for using too big of a weapon in addition?

Dark Archive

I am working on my new campaign world (to be precise, a new continent in the old world) - and I will include guns, but with some provisions. Only humans will be able to use firearms without severe chance of mishap. That way I can make humans more interesting (my gamers never play humans), and I can create a place for firearms in my campaign which makes some sense. Back on topic: Firearms should ignore nonmagical armor. That would be historical reason why the soldiers stopped wearing armor.


nightflier wrote:
Back on topic: Firearms should ignore nonmagical armor. That would be historical reason why the soldiers stopped wearing armor.

As in 'Ranged Touch Attack' v. Non-Magical Armour?

Dark Archive

Yes. That would compensate for slow rate of fire, chance of misfire etc.

Liberty's Edge

Deussu wrote:
Well, almost. I have a nagging feeling bows are just too superior compared to firearms.

Well, when firearms were first developed, longbows WERE superior. The reason the musket eventually took over wasn't its inherent superiority as a weapon, it was because, after the manufacturing process was refined a bit, it became cheaper to make than a longbow, and it took less time to train someone to use.


nightflier wrote:
Yes. That would compensate for slow rate of fire, chance of misfire etc.

OK.

Additionally, the Chance of Misfire ought to go down, and the Rate of Reload ought to improve as the character levels.

1:5 BAB sound reasonable?

Dark Archive

Trained soldier could reload the musket 3 times per minute, so... I don't know. My campaign setting is in early phases yet. :)


Allowing rapid reload to work with firearms would go a long way to making them balanced, at least compared to crossbows. Bows would still be superior.

Also, trained soldier = level 1-3 warrior.


Don't get me wrong, I'm all in favour of a lower Req. for getting the Rapid Reload on Firearms, knowing the same history lessons in that regard. I was just 'padding' the Req. to appease the sensibilities of those who may think it too 'good'.

Now, to create the Pistol-Swap, and Two-Weapon Shooting Feats. :D

Dark Archive

What I am doing is making guns and gun powder VERY expensive. A 3d6 damage inflicting firearm in my campaign cost 4000 - 10000 gp, and powder for one shot costs 1 gp. So, in that way, the balance of the gaming world is preserved - and humans have fighting chance against elves, dwarves and orcs.


I have played around with firearms in a few games. I typically give them long reload times with increased damage.

For example, a cavalry pistol (flintlock) has an accurate range increment of 35 feet, does 2d6 damage (20/x2 critical), takes two full-round actions to reload, and cost 175 gold. I also treat them as martial weapons.

Now, a flintlock musket does 2d8 damage (20/x2 crticial), has an accurate range increment of 60 feet, takes three full-round actions to reload, and cost 300 gold.

While the bow is a better weapon, I have had a few characters use pistols to open combat before closing to melee. This is especially true with a pitol/hand axe combination weapon.

Pistol Axe


I've played in the IK and I have to say, in that setting, I enjoyed the guns. Though with the right feats and such, a gun specialist can be absolutely devastating.
I'm not sure I care for guns being introduced into this setting.

Dark Archive

In most fantasy settings firearms are almost an afterthought. I have a good reason to include them in my campaign. I have a good explanation why are they so expensive, etc. I think that Golarion is a world like FR - and we know that nobody liked firearms in FR. In my campaign, most humans live in a society dominated by the mages, who control all aspects of life - including technology. That is the reason why the firearms cost so much.

Liberty's Edge

A Wand of Magic missile can't miss, does enough damage to kill first level warriors/commoners and gets 50 shots.

It's cheaper than a gun, and takes just as much time to craft.

I like guns in my game as long as they're exotic, but I don't want them to be exotic because they aren't worthwhile. Which Pathfinder's guns are.


houstonderek wrote:
Well, when firearms were first developed, longbows WERE superior. The reason the musket eventually took over wasn't its inherent superiority as a weapon, it was because, after the manufacturing process was refined a bit, it became cheaper to make than a longbow, and it took less time to train someone to use.

And yet it's a requires an Exotic weapon proficiency, whereas longbows are covered under the martial weapons umbrella -- I'd maybe swap that (leave short bows as martial, but at least make composite longbows exotic).

Also, in my howebrew campaign I've given firearms a 19-20/x3 critical.

Scarab Sages RPG Superstar 2009 Top 32

1 person marked this as a favorite.
Kirth Gersen wrote:
And yet it's a requires an Exotic weapon proficiency.

Dude, have you been drinking? ;)-

The Stuffy Grammarian is gonna be riding your ass hard today!

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