
vuron |

Morgen wrote:Cartigan wrote:The example guns WISH they were as good as magic wands.
A pistol is better than a Wand of Scorching Ray if it never blows up.
Actually you would be way better off with a couple wands of Ray of Frost or Acid Splash.Yeah, but think about it for a moment. You've got the guns firing once per round versus touch AC for roughly what, 11 gold a "charge?" Certainly not a bad base line to consider them from. Not too bad of a slight change for people who have thematic concerns with gunpowder.
Could honestly take the gunslinger and make it use wands and have very similar mechanics too, would be interesting. A couple of magic firearms would be easy to make too with that concept.
Eberron and the artificer had that.
'Course most of the same people railing on guns hated that, too :p
Hating on steampunk or magitech guns is just a matter of taste.
Hating on the artificer because he's a horribad class that can be abused like crazy isn't that insane though.

Ravingdork |

If they add blunderbuss and the scattergun, I would like rules decreasing damage as the range increment goes up or limiting the amount of range increments. Or maybe a cone of fire...
I thought the scattergun already had such a rule in place, with damage going down with the range increment.

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Thomas LeBlanc wrote:If they add blunderbuss and the scattergun, I would like rules decreasing damage as the range increment goes up or limiting the amount of range increments. Or maybe a cone of fire...I thought the scattergun already had such a rule in place, with damage going down with the range increment.
You sir, are correct. Forgot to read the note since it was by the damage die and not the name.
This firearm (blunderbuss and scattergun) deals 1 die less damage per range increment beyond the first. It cannot deal precision-based damage, such as from a sneak attack or from a ranger's favored enemy.

Narrac Sarra |

If you are looking for rules on a variety of different guns try Kobold Quarterly 13 it has rules on revolvers, (slightly different to the one in the Campaign Setting) pepperbox pistols and a lot of other stuff. It also has the rules for the Arquebusier which is a different take on the Gunslinger (possibly more powerful at this point) and has rules for crafting bullets, powder and cartridges.

Foghammer |

I think playing a low level gunslinger would be more fun if you didn't sit every other round out in combat. Doesn't feel very "slinger-y" to me. Nevermind misfire rules that constantly threaten to steal actions.
And a pistol's range increment is shorter than "point blank" according to the point blank shot feat. My problem with the gunslinger has nothing to do with the class, just the equipment. Easily fixed stuff.

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I think playing a low level gunslinger would be more fun if you didn't sit every other round out in combat. Doesn't feel very "slinger-y" to me. Nevermind misfire rules that constantly threaten to steal actions.
And a pistol's range increment is shorter than "point blank" according to the point blank shot feat. My problem with the gunslinger has nothing to do with the class, just the equipment. Easily fixed stuff.
You can fire at full bab, its just retarded expensive. 10k gold in guns + quick draw, and its viable for a few rounds, and looks cool.
In effect you are creating a single-round salvo that needs to be dropped in later rounds so that you can quickdraw melee weapons.
I'm okay with guns that work like that. They work great for piratey musketeer types in my game who open with a pistol shot at range and then sheathe it, draw swords, and charge into melee. They work considerably less well for cowboy types who only have guns, unless they're cheap enough for the cowboy to have one for each iterative attack for a couple rounds.

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Ugh I hate to repeat a post I made elsewhere but this thread turned into a rawr-fest about revolvers and such.
Before they had revolvers they had rotating barrel firearms. These existed for BOTH rifle and pistol. Eventually near the end of the 17th century I believe the French even had a 6 barrel rotating flint lock pistols.
The benefit of minimally allowing such a thing in your campaign would eliminate the need to drop and draw every pistol in your arsenal, AND allow reloading to be a managable endevour. For those of you whining that it isn't "Fantasy" then don't play it. Honestly your opinions are at the bottom of EVERYONE'S list. The developers really don't care what you think or feel and would probably rather just give you a sharp object to go poke something with. If you aren't providing constructive feedback I'm sure the rest of the community would rather have you go take a long walk off a short pier.

amorangias |

Funny thing. I was just reading the Lords of Madness D&D book yesterday, and I found that line among story ideas there:
"Human barbarians from the moon are engaged in a fierce
war against spacefaring mind flayers"
Anyone still thinks revolvers are out of place?
Now, I get that some people want to use Pathfinder to play their Middle Earth, or their Arthurian Myths, or their Arabian Nights, or whatever. I respect it. I even do it myself - I'm preparing to run a Dark Sun campaign using Pathfinder, and I've already banned about half the content from the corebook and the APG.
But some day, I will run a game about barbarians from the moon duking it out with mind flayers from outer space. And when I do, I might want the barbarians to hire gunslinging elf ninjas as support, and then, I'd rather have all those rules in place than have to make them up on the spot, thank you very much.