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I was rereading my Spellslinger book and really got the bug to rework it into a full fledged setting using PF. Anyone else done something along the lines of a wild west setting, and or could pass along information that might help with the rework, IE fire arms, less armor, less magic, ect ect.
Found this with a little google-fu

Stewart Perkins |

I've really been toying with the idea of D&D/wild west. I just can't decide how to approach the subject in a way that feels right to me. See the problem I have is generally most of the time this is brought up people say "use real world wild west and just drop in fantasy stuff and say it's always been there, and just replace real races with fantasy ones" I believe Spellslinger does this. Now sure you could replace Native Americans with Elves and Mexicans with Orcs (as I've heard done) or you have the opposite approach (the shadowrun approach if you will) in which there are Elves and Orcs, AND Native Americans and such. I'm not entirely against the first approach but tend to like the second better. Having said all that in regards to setting, I find myself still tossing around rules ideas. You see my problem with the setting constraints are a few. I am fine with "Magic exists like in D&D, everyone knows get over it" as an approach, so that is done. But rules wise, AC and DR become important, magic items are a curious point. The fact that the game becomes mostly focused on unarmed and firearms with a little chunk of melee becomes important to consider as is the lack of armor. If the rules port over as is everyone gets shot ALOT. The only class who is amazing are priests and Mages with their ability to use spells to buff AC to avoid being shot, the fighters are great gunslingers but get shot so much that they go down quick. To fix that I have played with a flat AC bonus equal to your BaB. It works out pretty good so far. Otherwise the rules pretty much work when you start making most feats work with a revolver.
The last and largest problem I have so far is the duel. Being a major staple of westerns, the showdown at high noon is usually quickest draw wins and the loser is either dead or hurt. How to model this when the 13th level gunslinger fighter has over a hundred hp? Should we use Vitality/Wounds for Duels only? Hmmm I may have answered my own question....

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Well there's always Deadlands or Deadlands: Hell on Earth, which I just found out was d20-ized. These were great settings, and the only reason I stopped playing the originals was due to the fact that the original system was insanely cumbersome. *sigh* If I had known they were gonna be converted to the d20 system, I never woulda sold my stuff *sigh*

Stewart Perkins |

Well there's always Deadlands or Deadlands: Hell on Earth, which I just found out was d20-ized. These were great settings, and the only reason I stopped playing the originals was due to the fact that the original system was insanely cumbersome. *sigh* If I had known they were gonna be converted to the d20 system, I never woulda sold my stuff *sigh*
I love Deadlands, but came to the party late. I have the Savage Worlds explorer's edition and the Deadlands Reloaded book if I want Deadlands (and I do actually) but I find standard deadlands and the game I want to run different in both flavor and goal. I don't really want horror I want fantasy western, which deadlands can do but to be honest I wasn't a massive fan of the d20 classes so I might as well do some conversions of my own :P

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Xpltvdeleted wrote:Well there's always Deadlands or Deadlands: Hell on Earth, which I just found out was d20-ized. These were great settings, and the only reason I stopped playing the originals was due to the fact that the original system was insanely cumbersome. *sigh* If I had known they were gonna be converted to the d20 system, I never woulda sold my stuff *sigh*I love Deadlands, but came to the party late. I have the Savage Worlds explorer's edition and the Deadlands Reloaded book if I want Deadlands (and I do actually) but I find standard deadlands and the game I want to run different in both flavor and goal. I don't really want horror I want fantasy western, which deadlands can do but to be honest I wasn't a massive fan of the d20 classes so I might as well do some conversions of my own :P
I never was a big fan of the horror aspect of the game. It came across to me as kind of forced. There was never actually a feel of fear in the game; it was just part of the rules--maybe this was a disconnect between how my GM ran the games and the setting, IDK. We always just focused more on the western aspect of it rather than the horror and never really had any problems.

Tark of the Shoanti |

Spellslinger has a rather tight set up for duels with guns, I plan on using that, my biggest issues right now is setting up guns, which to have, and all. I have been pouring through OGL Wild West to help, and it takes care of some issues I have been having with grappling with the system in general, but also, it's a slippery beast to tame.
I don't want to simply lump things into "Native American-look alikes" "Mexican-look a likes" and all. Working up a peoples has always been a catching point for me when it comes to breaking the mold of the fantasy races.

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Spellslinger has a rather tight set up for duels with guns, I plan on using that, my biggest issues right now is setting up guns, which to have, and all. I have been pouring through OGL Wild West to help, and it takes care of some issues I have been having with grappling with the system in general, but also, it's a slippery beast to tame.
I don't want to simply lump things into "Native American-look alikes" "Mexican-look a likes" and all. Working up a peoples has always been a catching point for me when it comes to breaking the mold of the fantasy races.
Just "assign" one of the traditional fantasy races to each people you have and give the racial stat bonuses, etc. to that group. Quick and simple. Or just use the PF races in a WW setting...Golarian's society will eventually advance after all and it's not like the races will just disappear when it does.

SmiloDan RPG Superstar 2012 Top 32 |

Concerning duels, one thing I've been toying with for a d20 Modern/Future Firefly campaign is ruling that any hit against a flat-footed opponent is automatically a critical threat (it still has to be confirmed normally). Also, the Massive Damage threshold in d20 Modern is equal to the target's Constitution score, not 50 as in D&D/PFRPG. So guns are still scary, but not automatically lethal, even at high levels.
I also ruled that if you win initiative, you can Quick Draw and then ready an action to shoot, so you can have fun little Mexican standoffs.

Tark of the Shoanti |

Concerning duels, one thing I've been toying with for a d20 Modern/Future Firefly campaign is ruling that any hit against a flat-footed opponent is automatically a critical threat (it still has to be confirmed normally). Also, the Massive Damage threshold in d20 Modern is equal to the target's Constitution score, not 50 as in D&D/PFRPG. So guns are still scary, but not automatically lethal, even at high levels.
I also ruled that if you win initiative, you can Quick Draw and then ready an action to shoot, so you can have fun little Mexican standoffs.
Love the ideas, using them for mine now. (wel)

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, the fighters are great gunslingers but get shot so much that they go down quick. To fix that I have played with a flat AC bonus equal to your BaB. It works out pretty good so far. Otherwise the rules pretty much work when you start making most feats work with a revolver.
ac bonus=bab? ouch. Have you looked at the AC bonus variant rule for 3.5 from Unearthed Arcana?

Stewart Perkins |

Stewart Perkins wrote:, the fighters are great gunslingers but get shot so much that they go down quick. To fix that I have played with a flat AC bonus equal to your BaB. It works out pretty good so far. Otherwise the rules pretty much work when you start making most feats work with a revolver.ac bonus=bab? ouch. Have you looked at the AC bonus variant rule for 3.5 from Unearthed Arcana?
No, but I will check it out. So far Bab as ac bonus has been working out ok in play.

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Name Violation wrote:No, but I will check it out. So far Bab as ac bonus has been working out ok in play.Stewart Perkins wrote:, the fighters are great gunslingers but get shot so much that they go down quick. To fix that I have played with a flat AC bonus equal to your BaB. It works out pretty good so far. Otherwise the rules pretty much work when you start making most feats work with a revolver.ac bonus=bab? ouch. Have you looked at the AC bonus variant rule for 3.5 from Unearthed Arcana?
the problem with ac bonus = bab is its basically always a 50/50 chance for melee types fighting, and at high levels its the equivilent of +12 full plate. now if there are no amulets of natural armor or other ac boosting items it may still be ok. but if there are itemss of dex and ac other than armor bonus then it gets out of hand IMHO

Stewart Perkins |

the problem with ac bonus = bab is its basically always a 50/50 chance for melee types fighting, and at high levels its the equivilent of +12 full plate. now if there are no amulets of natural armor or other ac boosting items it may still be ok. but if there are itemss of dex and ac other than armor bonus then it gets out of hand IMHO
I can see that, but even though It's running as fantasy western with 3.5 stuff thrown into the setting it works on the level that magic items and such are very rare. People just don't have many ever in the setting, as is and it works out ok. Mainly the only adjustments I have to make are a few monster adjustments so far, and the scariest thing overall DR becomes a non issue as now people don't worry about the golf bag of weapons, they just need a variety of ammo when they learn what they are dealing with. But I can see your point, it just hasn't came up for us yet. That being said, yet could always happen :P

xorial |

Name Violation wrote:the problem with ac bonus = bab is its basically always a 50/50 chance for melee types fighting, and at high levels its the equivilent of +12 full plate. now if there are no amulets of natural armor or other ac boosting items it may still be ok. but if there are itemss of dex and ac other than armor bonus then it gets out of hand IMHOI can see that, but even though It's running as fantasy western with 3.5 stuff thrown into the setting it works on the level that magic items and such are very rare. People just don't have many ever in the setting, as is and it works out ok. Mainly the only adjustments I have to make are a few monster adjustments so far, and the scariest thing overall DR becomes a non issue as now people don't worry about the golf bag of weapons, they just need a variety of ammo when they learn what they are dealing with. But I can see your point, it just hasn't came up for us yet. That being said, yet could always happen :P
I always considered that you should use the Ref Save bonus to AC if you go this route. Fighters wear armor & rogues dodge better. That evens out the field. Spellcasters can boost with spells to saves that help.

Stewart Perkins |

I always considered that you should use the Ref Save bonus to AC if you go this route. Fighters wear armor & rogues dodge better. That evens out the field. Spellcasters can boost with spells to saves that help.
Interesting thought.... I'll put that on the backburner if an alternate becomes needed.

Firest |

There was another game that came out not too long ago that was very much like Spellslinger..a mixture of fantasy and wild west stuff, but for the life of me I CANNOT REMEMBER IT. I mentioned it a few topics down, noone else seems to know what it is either.
You could be thinking of Malifaux, a miniatures game that came out last year and has a real Deadlands feel, to the point of using playing cards instead of dice.