Gunslinger worse than Fighter


Gunslinger Discussion: Round 1

Scarab Sages

After a quick read and trying to draw up a few mid level npcs it seems clear to me that gunslingers have a much lower damage output than fighters using guns and one that only gets larger as they level up.

Fighter pros:
Extra feats at 2 and every four levels over gunslingers.
Armor Training means you can wear medium armor (or possibly even plate at high levels) and make full use of your dex. And move faster than a gunslinger.

Gunslinger cons:
Deeds don't do any extra damage except for aimed shot (torso) and beeding shot.
Unlike Weapon Training, the extra hit and damage from Gun Training never goes up.

How to fix:

Add the following to Gun Training:
In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a gunslinger reaches 9th level, he receives a +1 bonus on attack rolls and adds his dex modifier to damage rolls with one firearm and a +2 bonus on attack rolls and adds his dex modifier +1 to damage rolls with the firearm selected at 5th level. [it might be simpler to have the ability add +1 to attack and damage rolls and add dex modifier to damage initially]

A gunslinger also adds this bonus to the Pistol-whip deeds attack and CMB. This bonus
also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against firearms chosen.
***
Add a deed that actually makes the gunslinger do more damage in the level 3 range.

All this is just my two cents. But it would make me sad to see another fighter variant that is less good at its specialization than a pure fighter.

The Exchange

Matthew Trent wrote:

After a quick read and trying to draw up a few mid level npcs it seems clear to me that gunslingers have a much lower damage output than fighters using guns and one that only gets larger as they level up.

Fighter pros:
Extra feats at 2 and every four levels over gunslingers.
Armor Training means you can wear medium armor (or possibly even plate at high levels) and make full use of your dex. And move faster than a gunslinger.

Gunslinger cons:
Deeds don't do any extra damage except for aimed shot (torso) and beeding shot.
Unlike Weapon Training, the extra hit and damage from Gun Training never goes up.

How to fix:

Add the following to Gun Training:
In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a gunslinger reaches 9th level, he receives a +1 bonus on attack rolls and adds his dex modifier to damage rolls with one firearm and a +2 bonus on attack rolls and adds his dex modifier +1 to damage rolls with the firearm selected at 5th level. [it might be simpler to have the ability add +1 to attack and damage rolls and add dex modifier to damage initially]

A gunslinger also adds this bonus to the Pistol-whip deeds attack and CMB. This bonus
also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against firearms chosen.
***
Add a deed that actually makes the gunslinger do more damage in the level 3 range.

All this is just my two cents. But it would make me sad to see another fighter variant that is less good at its specialization than a pure fighter.

I think while a Gunslinger has less damage output, he does have a bit more control of the battlefield. The worst part of his damage isn't the Gun Training (Dex to Damage is actually really nice) but the freaking SLOW rate of fire and reload and the non-inclusion of firearms with >1 shot in the playtest doc. Assuming multi-barreled pistols or revolvers, some of those concerns will be cured, but others, not so much. (Armor Training 1 would not be out of place, letting them to move full speed in medium armor, which is their armor of choice).

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