Dual-wielding pistols


Gunslinger Discussion: Round 1


At first glance I notice that the gunslinger would take a -4 penelty to attack with two pistols, I think he should get the ability to treat the gun his offhand as a light weapon


Michael Wadden wrote:

At first glance I notice that the gunslinger would take a -4 penelty to attack with two pistols, I think he should get the ability to treat the gun his offhand as a light weapon

Since Firearms are ranged touch attacks within the first range increment, i don't think -4 is that punitive, since you'll be targeting lower AC's in general anyway.

Additionally, your character wont be using weapons with a "capacity" of more than 1 for a while anyway, so the frequent reloading will make dual wielding a poor choice for any round beyond the first anyway, which is to say this:

Optimal: drawing a firearm with quick-draw, firing it, dropping it and drawing another, and firing it etc until you're out of attacks. Now spend a standard action(or move i think, with rapid reload) per pistol to reload. This is already way way way worse than archery, or even, really, a crossbow with rapid reload.

Suboptimal: taking the above, but instead drawing two pistols, firing, dropping two pistols and drawing two more, firing them, etc until out of attacks. Sounds tempting, i agree.

What youre looking at is a much higher rate of fire, but a higher entry level to even do this, since pistols are VERY expensive, and the reload time is obscene. You dont want to decrease your chance to hit even more, and increase the time youll be out of the fight by even more.

I guess what im saying is that i think the increased cost of multiple pistols, and the amount of time it will take to reload make dual wielding pistols such a poor option that i dont see much reason to do it.

BUT WHEN THERE ARE REVOLVERS.........


But you get two pistols for free and the iconic has two pistols


sounds like id want an unseen servant to do my loading for me.

Either that or hirelings!

that would be awesome! have the leadership feat and get a pathfinder chronicler to follow you around sing your praises and reload your guns!

too ridiculous!

until then, hirelings to reload you guns.

Bang! Bang! (drop drop) "reload those boy! and dust them off while you are at it!"


Now the reason I have such a problem with this is because I use guns (custom) in my game and its going over great, we have a duel weilder who uses revolvers and with a feat ironicly enough called gunslinger is able to use both revolvers at a -2 penelty. Now I think that a gunslinger should get this as part of its gun training, or maybe even just add it as a feat. Now I feel guns are over priced and underpowered so I will post my own below that i feel work alittle better.

Revolver Pistol
One handed weapon
Martial Weapon - Ranged
Cost: 100 gp
Damage: (Small) 1d6; (Medium) 2d4; (Large) 2d6;
Critical: 18-20 x2
Range Increment: 30/60/90 ft.
Weight: 5 lb.
Damage Type: Bludgeoning and Piercing
Firearms Ammunition
A revolver pistol can hold up to 6 bullets at a time. Loading a Revolver pistol is a move action that provokes attacks of opportunity. You must use both hands to load a revolver pistol. A Revolver pistol can be fired with one hand with no penalty. You can fire a pistol with each hand, but normal two-weapon fighting rules apply.

Rifle
Two Handed Weapon
Martial Weapon - Ranged
Cost: 300 gp
Damage: (Small) 1d8; (Medium) 1d12; (Large) 3d6;
Critical: x3
Range Increment: 50/100/150 ft.
Weight: 12 lb.
Damage Type: Bludgeoning and Piercing
Firearms Ammunition
A musket must be manually loaded with black powder, a bullet, and wadding. Loading a musket is a full-round action that provokes attacks of opportunity. You must use both hands to load a musket. A musket requires two hands to fire. A rifle can fire up to six shots before it must be reloaded.

Shotgun
Two Handed Weapon
Martial Weapon - Ranged
Cost: 250gp
Damage: (Small) 1d8; (Medium) 2d6; (Large) 3d6;
Critical: x4
Range Increment: 10/20/30 ft.
Weight: 7 lb.
Damage Type: Bludgeoning and Piercing
Firearms Ammunition
A shotgun is most effective at close range; any successful attack, a -1 penalty is applied to the damage roll for each range increment of the attack. It can fire six times before it needs reloading (which requires a full round action which provokes attack of opportunity), a free action to the cock the gun

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