Guns and Magic


Gunslinger Discussion: Round 1

Silver Crusade

I do not think that the misfire chance for fire arms should be effected by Magic. The way to effect the Misfire chance should be by making better guns.

Masterwork firearms should gain a +1 to hit and have there misfire chance reduced by 1. Thier base range should be increased by 25% cost 500gp

Superior Quailty. Gain +2 to hit and have their damage die increased by on size and have no misfire chance. they should have their range increased by 1/2 Cost 1000gp

the above would be for standard materials. if you use metals like mithril or adamantium in mking of pistols or muskets than that would futher reduce the misfire chance and increase the base range as both metals are harder than iron or steel that muskets were made out of.

The ranges for firearms presented in the playtest seem to have been put in by people that have no expericence with fire arms.

Historical dueling dstances were 20 paces. Each duelist would take 10 paces turn and fire that would place them betweeen 50 to 60 feet a part. The way the firearms rules are now that would place you in the 2nd range catafory and be -4 to hit.

Muskets should have a rnage of 75 feet as most engagments were at about 25 yards. until the rifled musket was introduced.

I just watched a good video on youtube showing the baker rifle tap loading and fireing 6 rounds in 2 miniutes. all 6 rounds hit a 6x18 target at 100 meters.

As for magic enchanments on firearms the only ones that I ould allow would be holy,axiomatic, archaic unholy pircing [same as Keen] Quick fireing.

Elemental magics and guns do not mix very well flaming or flaming bust and you would have guns go kaboom in the firers face Iccy burst would cause jams acidic would ruin barrells ofthe fire arms etc


I thought Masterwork quality was Superior quality. That why you needed masterwork for magic items.

............

Masterwork guns should not have the misfire chance at all. Easy, Simple, and logical explanation.

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