| Kaiyanwang |
We're agreeing too much, I may have to call NY and see if paranormal activity has increased...
This playtest is WEIRD it happened I pointed out an idea of CARTIGAN about malfunctioning and "+1ed" Cirno several times! People i generally don't agree with! :D
Anyway, I really hope devs evaluate the idea. IMHO the grit mechanic can be adjusted and adapted to swashbuckling stunts too.
| Coenred |
Musketeer would have been a better choice for a class. That way it would have been feasable to give them the musket as a combat opener, deal a lot of damage, and then have the use of a rapier or light melee weapon for the rest of the fight. Or going even more primitive, an arquebusier class which makes use of some kind of pavise shield. Highwayman is another possibility, makes use of a flintlock pistol, but doesnt rely on it exclusively. If you're going with primitive pistols, they should not be quick/reliable enough to rely upon solely.
Some gun abilities could include scaring animals and mounts, halting charges if readied etc etc.
Gunslinger seems to me to be a class better suited to more modern weaponry, out of keeping with the style and setting of Golarion. A gunslinger evokes images of Eastwood style characters spamming six shooters everywhere, not some guy spending an entire round reloading his flintlock pistol so he can take one more shot. The name and concept just seem a poor fit.
| Kaiyanwang |
Why don't have a choice?
A Core fighter can be built for TWF, THF, bow, switch hitting, S&B...
Why should this Fighter alternate class not being able to be a Musket sniper like the crossbowman, a rapier&pistol wielder, a duelist...
This is what fighters do. Become weapons expert (of more than a weapon a lot of times) and kill people.
The grit mechanic, reworked or not, could be used for stunts related to fire weapons, and even to other swashbuckling stuns.
So, wanna a gunslinger? check. Wanna pirate? check. Wanna musketeer? Check.
You know. Fighter.
| Coenred |
Yeah I guess thats what I'm driving at, doesn't require a new class to implement. It would be better to introduce the weaponry and then fit archetypes around them if needed. Musketeer could possibly be quite a good archetype for cavalier, highwayman for rogue possibly, sniper/marine/pirate for fighter etc etc.
| Bluenose |
Bluenose wrote:SOMEONE needs to become acquainted with the AD&D weapon type v. armor type matrix. :) Are you sure you meant "never?"You would. Why? D&D never bothered with it before. The relationship between weaponry, protection, and injury is too screwed up to make that claim.
I'm familiar with it, and I'm still sure. I don't think it's a bad thing, mind you. I'd rather have a quick resolution than a detailed one. I don't believe you can have much in the way of versimilitude without having simultaneous movement, and that's not practical in a tabletop game, though of course it's a strength of computer games.
| Coenred |
Havent had a chance to read the class properly due to work, had a brief skim over it last night. There has to be a better way of giving the weapons some oomph without a rule that just seems kind of bordering on illogical.
Perhaps upping the damage to something around 2d8 for a pistol, 2d10 for a musket/rifle/etc, full round action to reload - reduced to move with feat/special ability, keep the x4 crit. I would throw in a miss chance when firing further than close range with the pistols as well to reflect their primitive nature (although archetypes/classes could reduce or negate this with class abilities etc). Other things that could be cool gun-wise:-
-Blunderbusses that fire in say a 20ft cone/line and knock people prone on a failed save.
-Different kinds of shot - lead shot for hitting multiple enemies in a narrow cone/line etc.
-Bayonets/bladed weapons for versatility.
These ideas are probably awful as I'm not a professional game designer, but I just think guns as a basis for an entire class will not really work very well, perhaps as part of a class but not as its entire "thing". Anyway everyone has their own idea, it just seems no-one has had much positive to say about this class - it might warrant a bit of a rethink.
I will read the class through again tonight and make a more informed opinion, but these are just my initial thoughts.
LazarX
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Six shooters are just as viable in a fantasy setting as muskets. Period. Heck, I think Mordenkainen had one at one point, iirc.
You're probably thinking of Murlynd the late Don Kaye's Paladin/Wizard who went "native" in the Boot Hill universe and eventually became the Oeridian God of Magical Technology. Being a very competent wizard, his guns have the ammo capacity of a western movie, i.e. he never needs to reload them. His last known appearance was in a 2001 publication by Paizo itself, for the third issue of the Living Greyhawk Journal, "Blood of Heroes".
| vuron |
So wouldn't using touch attack imply that you are sundering the armor? If you are going right through, you are punching holes in it.....just saying. How come a crossbow doesn't do the same thing?
Maybe if crossbows did ranged touch attacks at PB range people wouldn't think they are such horribad weapons ;)
| Theo Stern |
Theo Stern wrote:So wouldn't using touch attack imply that you are sundering the armor? If you are going right through, you are punching holes in it.....just saying. How come a crossbow doesn't do the same thing?Maybe if crossbows did ranged touch attacks at PB range people wouldn't think they are such horribad weapons ;)
Heh maybe, thing is if we are arguing that the guns are punching through the armor then they should be sundering it. If they are not sundering it, then the armor should be providing some protection
| vuron |
vuron wrote:Heh maybe, thing is if we are arguing that the guns are punching through the armor then they should be sundering it. If they are not sundering it, then the armor should be providing some protectionTheo Stern wrote:So wouldn't using touch attack imply that you are sundering the armor? If you are going right through, you are punching holes in it.....just saying. How come a crossbow doesn't do the same thing?Maybe if crossbows did ranged touch attacks at PB range people wouldn't think they are such horribad weapons ;)
Guns did punch holes in armor at relatively short range like suggested range limits on Ranged Touch Attacks.
It's just that punching a quarter sized whole in a breastplate doesn't sunder it in game terms. Sundering in game terms means breaking or destroying the item. Having a whole in your breastplate doesn't mean that it can't turn away a mace strike.
If D&D had armor degradation rules you could say that the hole would reduce AC by a little because now someone could thrust a dagger point in the defect but D&D simply doesn't have that sort of granularity in terms of combat. If they ever make a fantasy Phoenix Command though...
| Theo Stern |
Theo Stern wrote:vuron wrote:Heh maybe, thing is if we are arguing that the guns are punching through the armor then they should be sundering it. If they are not sundering it, then the armor should be providing some protectionTheo Stern wrote:So wouldn't using touch attack imply that you are sundering the armor? If you are going right through, you are punching holes in it.....just saying. How come a crossbow doesn't do the same thing?Maybe if crossbows did ranged touch attacks at PB range people wouldn't think they are such horribad weapons ;)Guns did punch holes in armor at relatively short range like suggested range limits on Ranged Touch Attacks.
It's just that punching a quarter sized whole in a breastplate doesn't sunder it in game terms. Sundering in game terms means breaking or destroying the item. Having a whole in your breastplate doesn't mean that it can't turn away a mace strike.
If D&D had armor degradation rules you could say that the hole would reduce AC by a little because now someone could thrust a dagger point in the defect but D&D simply doesn't have that sort of granularity in terms of combat. If they ever make a fantasy Phoenix Command though...
Guns did punch holes in armor at relatively short range like suggested range limits on Ranged Touch Attacks, and so did crossbows and arrows at close range.And remember not all armor is plate armor, arrows went through many types of armor rather easy and others less easily, If an opponent was wearing leather at 20' an arrow from an 80lb cross bow or longbow would go right in, Touch attack also means the shield ac is eliminated, and if you tell me primitive firearms punched through shields and armor into the person, I am going to have to cry BS but this is an abstracted system so why is this the only weapon to break the model and try to emulate armor penetration?
The hole from a steel ball, (remember these are not bullets) would be more like the size of a silver dollar, but maybe that's irrelevant, there are other guns than those shown planned, the campaign book has a scatter-gun, sort of a primitive shotgun, if that makes it in, then I now have many holes in my armor, is it now sundered? I think this mechanic has issues myself and is unnecessary, find another way to accomplish the same thing
| Dr. Johnny Fever |
I disagree conceptually with firearms being a ranged touch attack roll. Armor (natural or artificial) is going to slow down the penetration of a bullet, just like it will an arrow or a spear. Add in magic plusses and special materials and the bullet's velocity is reduced even further.
I believe that firearms should roll against the target's full armor class. I realize that this means going back to the drawing board in terms of DPS, potential shots per round, etc, in order to compensate for the nerf but I think that would be better than letting firearms continue forward with the rule of rolling against a target's touch armor class.
If anything, give firearms a flat +4 'mechanical' or 'alchemical' bonus to-hit in order to account for a bullet's greater penetrating power as opposed to other types of ranged attack.
Good gaming to all,
DJF
| Crisp |
I use firearms in my current campaign, and the house rule we use is that AC bonuses are halved for armour, but magical enhancements are not effected. We don't recalculate natural armour. It can be a real pain though, and adds more work for the DM.
I don't agree that dex bonuses should be lost against firearms. Early firearms were noturiously inaccurate as bullets rattled down the barrel, until better bores and rifling were introduced.Even in 'western' gun fights, the opposing sides have to be close in order to have a chance of hitting (see Clint Eastwood in Unforgiven trying to hit a can with a revolver). The force with which they hit and the fragmentation of the bullet is what makes them powerful.
The easiest solution is to increase the damage of firearms, to reflect their damage and forget touch attacks (unless you have ensorcelled ammunition/weapons). Then decrease the reload rate to give balance (and realism).