Giving up on Gunslinger


Gunslinger Discussion: Round 1

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Sean K Reynolds wrote:


I guess spellcasters in your game never participate in combat? They don't need spells that do combat maneuvers? Spells that affect combat rolls and AC? Spells to influence vehicle combat? Your paladins, rangers, bards, and clerics never participate in combat with magic?

They do, that's the thing. in 3.5 every book that came out was half spells, it became "if you can think of it there is a spell for it"

We don't want the casters to do everything, you want to have better AC? or do combat maneuvers? I hope to god you pick a class good at that instead of just picking those spells for the day. Why have a fighter when my wizard can cast three spells and emulate him perfectly?

Grand Lodge

Ashiel wrote:
If enemies were mounted in Griffins, the favorite mount of the Sable Company of Korvosa, they would be untouchable by cannons and firearms, while igniting their buildings with dropped alchemist fires from the sky, for example, and the firearms have no hope of retaliation in the least.

This brings to mind a WWII-esque carpet-bombing scenario using griffins (holding an alchemist fire in each paw) and a rider with a basket full of alchemist fire being dumped on a target. A few dozen "bombers" could make for some serious damage. Hmmmm.../threadjack

Sovereign Court

Jason Bulmahn wrote:

So, we've got this message, loud and clear. We are looking at a number of different ways to address this issue. You have to understand that we have a few conflicting interests here that we have to serve.[...]Give us some time here folks.. and some patience. We'll get it right.

Jason Bulmahn
Lead Designer
Paizo Publishing
Sean K Reynolds wrote:

We're trying to find the balanced middle ground between all of those things. And because we know we're not perfect, that's why we do open playtests for this sort of thing--so we can get feedback and revise the design.

So give us feedback. Telling us your concerns is helpful. Ranting isn't helpful. Pointing out potential problems is helpful. Taking your marbles and going home isn't helpful. Saying that you don't want this in your campaign at all isn't helpful. Playtest. Give us data. We're going to do our very best to make this balanced and fun--all the while keeping in mind the constraints we've set out for these options.

Huh... gentlemen... (Jason, SKR, SRM) I just ate dill pickles, and I think I had an epiphany... or at least a good idea your design team should maybe discuss...

I think I found a way to make the gunslinger realistic (slow to reload) yet as powerful as a bowman (who can fire a lot of arrows per round) AND do away with that Touch AC thing.

Here it goes.

Give the gunslinger the ability to perform a full attack action with one bullet. Yes, it's great isn't it? :) I know... I know... it's genius you might say, but no, gents, I assure you. It's the dill pickles I ate. Popeye cannot take credit for his deeds: it's the spinach. Me: the dill pickles.

I will not go into details: you fine Paizo folks do details much more awesomely than my fragmented "midnight-while-watching-Jon-Stewart" mind can come up with... but basically, the idea is that an 11th level gunslinger can basically take a five foot step and shoot a foe and roll three times for damage (BAB +11/+6/+1). This makes the gunslinger special and realistic: while the bowman can spread his shots at three different enemies +11/+6/+1, the gunman shoots one foe +11/+6/+1. It does a lot of good things: it reduces the cost of ammo for a character 'cause he only needs to shoot once round... and do as much damage as a bowman.

With that feature one could comfortably take away the Touch AC "perk" you added to firearms. This makes a high level gunslinger do a LOT of damage with a single bullet (someone who can't shoot a gun doesn't do much damage, while a sniper can hit the right organs) and thus you no longer need a fancy touch AC subsystem/sub-rule (this fixes the 8 AC iron golem problem).

Of course, a lot of grit abilities and other things would need re-adjusting, but then again.... you guys rock with the details and fine adjusts!

Hope this can somehow help! :)


watching too much who shot jfk? magic bullet theory

RPG Superstar 2011 Top 4

I wouldn't mind if anyone wanted to playtest my idea. I belive it solves the majority of the classes issues, while retaining balance with other classes.

Gunslinger (Monk Alternate Class)

Sovereign Court

Pendagast wrote:
watching too much who shot jfk? magic bullet theory

You Sir, are not respecting the pickle!

(Seriously, I'm so stoked about this idea... imagine a rogue/gunslinger with BAB 11/6/1 and +3d6 sneak attack that is invisible... shooting one musket bullet - assuming all 11/6/1 attack rolls hit - for 1d12+3d6+DEX + 1d12+3d6+DEX + 1d12+3d6+DEX )

This brings back respect for the bullet! :) :) :)


Purple Dragon Knight wrote:

You Sir, are not respecting the pickle!

(Seriously, I'm so stoked about this idea... imagine a rogue/gunslinger with BAB 11/6/1 and +3d6 sneak attack that is invisible... shooting one musket bullet - assuming all 11/6/1 attack rolls hit - for 1d12+3d6+DEX + 1d12+3d6+DEX + 1d12+3d6+DEX )

This brings back respect for the bullet! :) :) :)

Except it doesn't explain why the same bullet shot with a standard action doesn't do as much

RPG Superstar 2011 Top 4

Purple Dragon Knight wrote:
You Sir, are not respecting the pickle!

I'm not sure I understand...

I do encourage anyone to take a look at my idea though. Personally, I think it makes an even better alternate class for monk than as one for fighter. Everything just falls into place.


Shadow_of_death wrote:
Purple Dragon Knight wrote:

You Sir, are not respecting the pickle!

(Seriously, I'm so stoked about this idea... imagine a rogue/gunslinger with BAB 11/6/1 and +3d6 sneak attack that is invisible... shooting one musket bullet - assuming all 11/6/1 attack rolls hit - for 1d12+3d6+DEX + 1d12+3d6+DEX + 1d12+3d6+DEX )

This brings back respect for the bullet! :) :) :)

Except it doesn't explain why the same bullet shot with a standard action doesn't do as much

Less accurate, since you didn't spend a full-round aiming.

On a side note, this actually isn't a terrible idea. Back on the WotC website, this was actually the method suggested for dealing with situations in the Star Wars RPG to mimic things that occurred during the films. In Episode I, Qi-Gon Jinn slices his way through a blast door in a round or two, and it was asked how could you mimic this with the RPG rules; and the answer was that Qi-Gon was effectively using his Full-Attack against the door, allowing him to inflict enough damage with his saber to cut through the very thick (and high HP) door (since lightsabers only dealt 2d8 + *d8 + mods damage).

Sovereign Court

Ashiel wrote:
Less accurate, since you didn't spend a full-round aiming.

Exactly! Honorable Ashiel, we are on the same wavelength! Please rush to your fridge and ingest a dill pickle!

Love the Qi-Gon analogy btw! More attacks into ONE blow = Slow Is Good!! :) :) :)

PS: the Crisis Core Final Fantasy VII game actually uses the Slow Is Good concept - one materia allows you to make one gigantic attack but it's SLOW and enemies with fast attacks like daggers are lining dozens of stabs on you while you SLOWLY overhand chops your buster sword in their direction... putting much back into it.......


PDK, I was just thinking of something similar while reading the first page of the thread.

Instead of "full attacking", you use your attack rolls aiming your shot, and for each attack you sacrifice aiming (and hit with) you add damage as if you'd hit with an attack.

That could work very well with a gun...imagine a x4 crit when your damage is 4d8+60 (4 attacks at the 1d8+15 mentioned earlier). Actually...might wanna have those "aim" actions roll their own crit confirmations if they get them...still, it could work I think.


Purple Dragon Knight wrote:
Ashiel wrote:
Less accurate, since you didn't spend a full-round aiming.

Exactly! Honorable Ashiel, we are on the same wavelength! Please rush to your fridge and ingest a dill pickle!

Love the Qi-Gon analogy btw! More attacks into ONE blow = Slow Is Good!! :) :) :)

PS: the Crisis Core Final Fantasy VII game actually uses the Slow Is Good concept - one materia allows you to make one gigantic attack but it's SLOW and enemies with fast attacks like daggers are lining dozens of stabs on you while you SLOWLY overhand chops your buster sword in their direction... putting much back into it.......

Yes, I love dill pickles. I wish we had some in the house. I already ate the last we had and drank the contents of the jar. =(

Quote:
PS: the Crisis Core Final Fantasy VII game actually uses the Slow Is Good concept - one materia allows you to make one gigantic attack but it's SLOW and enemies with fast attacks like daggers are lining dozens of stabs on you while you SLOWLY overhand chops your buster sword in their direction... putting much back into it......."

Reminds me of Parasite Eve, where your weapon damage was split over the rate of fire; so lower rate of fire was better; 'cause dealing 300 damage in 1 shot was better than 9 shots.

Sovereign Court

This thread no longer lives up to its "Giving UP" title, so I've created a new thread. Meet you on the Dill Pickle channel! LOL!

Sovereign Court

Ashiel wrote:


Yes, I love dill pickles. I wish we had some in the house. I already ate the last we had and drank the contents of the jar. =(

That is amazing. Yeah... I would do that... totally. If I'd ever ran out of dill pickles. Which I never have. I usually eat two of them, then the jar stays in the fridge for six months... then I throw them out. And buy a new jar... so there's alway a fresh supply.

The only difference tonight is that I've reopened the six month old jar and had the three pickles that were left in there... :P

Liberty's Edge

I hate dill pickles.

But I do like the idea of full-attacking with one bullet.


Purple Dragon Knight wrote:
Ashiel wrote:


Yes, I love dill pickles. I wish we had some in the house. I already ate the last we had and drank the contents of the jar. =(

That is amazing. Yeah... I would do that... totally. If I'd ever ran out of dill pickles. Which I never have. I usually eat two of them, then the jar stays in the fridge for six months... then I throw them out. And buy a new jar... so there's alway a fresh supply.

The only difference tonight is that I've reopened the six month old jar and had the three pickles that were left in there... :P

Mmmmnnn, vintage. :3


someone please explain to me more HOW full attacking with one bullet would work? is this just simulating accuracy and deadliness as the slinger goes up in level he becomes more deadly.

So effectively with a 6/1 attack, lets say I missed with the 1 but hit with the 6, then it's just i wasnt as accurate?

By why then wouldnt i just vital strike?

And, what if I had the 12/7/2 could i shoot the 12, and the vital strike with the 7/2 for double dice damage?

the way i see it by making this a class feature you would totally circumvent the vital strike (it would be a worthless punk in comparison)

It would however bring deadliness to the bullet, in the hands of a skilled gun fighter/sniper.

Interesting, even though it totally punks vital strike.

Funny, i could also see this working as well.


Purple Dragon Knight wrote:
Jason Bulmahn wrote:

So, we've got this message, loud and clear. We are looking at a number of different ways to address this issue. You have to understand that we have a few conflicting interests here that we have to serve.[...]Give us some time here folks.. and some patience. We'll get it right.

Jason Bulmahn
Lead Designer
Paizo Publishing
Sean K Reynolds wrote:

We're trying to find the balanced middle ground between all of those things. And because we know we're not perfect, that's why we do open playtests for this sort of thing--so we can get feedback and revise the design.

So give us feedback. Telling us your concerns is helpful. Ranting isn't helpful. Pointing out potential problems is helpful. Taking your marbles and going home isn't helpful. Saying that you don't want this in your campaign at all isn't helpful. Playtest. Give us data. We're going to do our very best to make this balanced and fun--all the while keeping in mind the constraints we've set out for these options.

Huh... gentlemen... (Jason, SKR, SRM) I just ate dill pickles, and I think I had an epiphany... or at least a good idea your design team should maybe discuss...

I think I found a way to make the gunslinger realistic (slow to reload) yet as powerful as a bowman (who can fire a lot of arrows per round) AND do away with that Touch AC thing.

Here it goes.

Give the gunslinger the ability to perform a full attack action with one bullet.

This. Please, this! It keeps the damage potential for full attacking, makes sense in the context of aiming the bullet for more damage, and keeps verisimilitude without requiring some sort of lame revolver which shoots projectiles as damaging as spitballs.

It will also help to keep from hemorrhaging as much gold on ammunition, though that still needs to be toned down.

The thing it does not do is address the issue of attacking multiple targets. Which, frankly, I'm ok with. If you were to fire two flintlock pistols by full attacking, perhaps you could divide the attacks equally between pistols.


Kryptik wrote:
Purple Dragon Knight wrote:
Jason Bulmahn wrote:

So, we've got this message, loud and clear. We are looking at a number of different ways to address this issue. You have to understand that we have a few conflicting interests here that we have to serve.[...]Give us some time here folks.. and some patience. We'll get it right.

Jason Bulmahn
Lead Designer
Paizo Publishing
Sean K Reynolds wrote:

We're trying to find the balanced middle ground between all of those things. And because we know we're not perfect, that's why we do open playtests for this sort of thing--so we can get feedback and revise the design.

So give us feedback. Telling us your concerns is helpful. Ranting isn't helpful. Pointing out potential problems is helpful. Taking your marbles and going home isn't helpful. Saying that you don't want this in your campaign at all isn't helpful. Playtest. Give us data. We're going to do our very best to make this balanced and fun--all the while keeping in mind the constraints we've set out for these options.

Huh... gentlemen... (Jason, SKR, SRM) I just ate dill pickles, and I think I had an epiphany... or at least a good idea your design team should maybe discuss...

well if you had TWO pistols and did a FULL attack (as long as you had TWF) you could full attack with both pistols just like normal TWFing.

This is truly a genius pickle, and this guy went and ate it! This pivkle could have had a long and prosperous career as a JR. developer at Paizo, not it's bathing in digestive juices.

I think I found a way to make the gunslinger realistic (slow to reload) yet as powerful as a bowman (who can fire a lot of arrows per round) AND do away with that Touch AC thing.

Here it goes.

Give the gunslinger the ability to perform a full attack action with one bullet.

This. Please, this! It keeps the damage potential for full attacking, makes sense in the context of aiming the bullet for more damage, and keeps verisimilitude without requiring some sort of lame revolver which shoots projectiles as damaging as spitballs.

It will also help to keep from hemorrhaging as much gold on ammunition, though that still needs to be toned down.

The thing it does not do is address the issue of attacking multiple targets. Which, frankly, I'm ok with. If you were to fire two flintlock pistols by...

Sovereign Court

Pendagast wrote:

Interesting, even though it totally punks vital strike.

Funny, i could also see this working as well.

AMEN brother! not all classes are meant for vital strike. I've always used vital strike for melee builds myself (never took it with ranged builds, as there are so many ranged feats that make you more awesome already - manyshot, shot on the run, rapid shot, etc.)


Vital Strike would still have a place, because it's a standard action, where full attacking (even with aim "shots") is a full round action. Which may be not a big deal for the longer range ranged weapons, but given that pistols are 20' and muskets only 40', it's more important for a gun user (especially given the touch attack within first increment thing).


Everybody come on over to the dill pickle thread, Purple and I have some ideas brewing!


PDK, when I first read your idea my reaction was WTF. But as I read further on in the thread I realized it's exactly the same thing as a thought I had a couple hours ago about having the gunslinger convert his iterative attacks into damage dice multipliers. It does address the "long reload time denies iterative attacks" problem without adding a feat tax just to make the class as effective as any other full BAB class.

Sovereign Court

Freesword wrote:

PDK, when I first read your idea my reaction was WTF. But as I read further on in the thread I realized it's exactly the same thing as a thought I had a couple hours ago about having the gunslinger convert his iterative attacks into damage dice multipliers. It does address the "long reload time denies iterative attacks" problem without adding a feat tax just to make the class as effective as any other full BAB class.

[PDK presents two dill pickles to Freesword]"Welcome Pickle Brother: with or without garlic?[As soon as PDK speaks, Freesword notices PDK had the garlic ones...]


Sean K Reynolds wrote:
ProfessorCirno wrote:
Sean K Reynolds wrote:
(there are more pages in Ultimate Combat devoted to spells than there are devoted to gunslinger + firearms combined)

Please say "just kidding."

Please tell me you aren't turning Ultimate Combat into yet another Fun Book For Wizards.
I guess spellcasters in your game never participate in combat? They don't need spells that do combat maneuvers? Spells that affect combat rolls and AC? Spells to influence vehicle combat? Your paladins, rangers, bards, and clerics never participate in combat with magic?

How much stuff for fighters can I expect from Ultimate Magic?

Here's my problem: Not every book needs to be for wizards. Wizards are allowed to have books wherein they have little to no content.

And quite frankly? No. Wizards do not need spells that do combat maneuvers. They do not need spells that influence vehicle combat, or combat rolls, or AC. Wizards do not need to do the things other classes do at all. These are all things that not-wizards should be doing.

Now, if this is just for paladins, rangers, and bards, then I actually have little to no problem! But clerics, wizards, and druids? Absolutely no, they don't need any of those things. If I want to be really good at combat, the answer should not be "Make a wizard."

Silver Crusade

Pathfinder Adventure Path Subscriber
ProfessorCirno wrote:
Sean K Reynolds wrote:
ProfessorCirno wrote:
Sean K Reynolds wrote:
(there are more pages in Ultimate Combat devoted to spells than there are devoted to gunslinger + firearms combined)

Please say "just kidding."

Please tell me you aren't turning Ultimate Combat into yet another Fun Book For Wizards.
I guess spellcasters in your game never participate in combat? They don't need spells that do combat maneuvers? Spells that affect combat rolls and AC? Spells to influence vehicle combat? Your paladins, rangers, bards, and clerics never participate in combat with magic?

How much stuff for fighters can I expect from Ultimate Magic?

Here's my problem: Not every book needs to be for wizards. Wizards are allowed to have books wherein they have little to no content.

And quite frankly? No. Wizards do not need spells that do combat maneuvers. They do not need spells that influence vehicle combat, or combat rolls, or AC. Wizards do not need to do the things other classes do at all. These are all things that not-wizards should be doing.

Now, if this is just for paladins, rangers, and bards, then I actually have little to no problem! But clerics, wizards, and druids? Absolutely no, they don't need any of those things. If I want to be really good at combat, the answer should not be "Make a wizard."

Some Magus and EK spells wouldn't hurt, too.


Let me put it another way:

For many of us the most frustrating thing in 3e and the most welcoming thing in PF is that 3e had far, far, far too many spells for wizards and clerics. There was a spell for every occasion, and I believe literally no book didn't have a wizard spell in it. Even the psionics book had wizard spells.

Please do not go back down that path.

Silver Crusade

Have to second that. It is frustrating when casters are constantly stealing the non-casters' thunder. I've been looking forward to Ultimate Combat in the hopes that it would reinforce the non-caster classes roles and niches, and to give them things that wizards, clerics, and such can't have or duplicate. I really did think this was going to be the book for non-casters, considering casters already get Ultimate Magic all to themselves.

It's just something I'm genuinely worried about concerning a game I love.


ProfessorCirno wrote:

Let me put it another way:

For many of us the most frustrating thing in 3e and the most welcoming thing in PF is that 3e had far, far, far too many spells for wizards and clerics. There was a spell for every occasion, and I believe literally no book didn't have a wizard spell in it. Even the psionics book had wizard spells.

Please do not go back down that path.

+1

Shadow Lodge

A math side argument on what Sean said:
More on spells than Gunslingers can be fufilled if there's 3 pages of spells and 2 pages for the class.

Carry on with the main discussion.

Dark Archive

ProfessorCirno wrote:

Let me put it another way:

For many of us the most frustrating thing in 3e and the most welcoming thing in PF is that 3e had far, far, far too many spells for wizards and clerics. There was a spell for every occasion, and I believe literally no book didn't have a wizard spell in it. Even the psionics book had wizard spells.

Please do not go back down that path.

+1

The more spells enter publication, the more options that casters have every morning (given the possibility of access to these spells) while martial classes are stuck with their unchanging feat selections.

Silver Crusade

Pathfinder Adventure Path Subscriber

Unfortunately, spells are to D&D what sex is to real life: Spells Sell.

Sovereign Court

1 person marked this as a favorite.
ProfessorCirno wrote:

Let me put it another way:

For many of us the most frustrating thing in 3e and the most welcoming thing in PF is that 3e had far, far, far too many spells for wizards and clerics. There was a spell for every occasion, and I believe literally no book didn't have a wizard spell in it. Even the psionics book had wizard spells.

Please do not go back down that path.

I wish I could 'like' this post.

Over.

And over.

And over...

And ooooveeeeeeeeeeer.........


Pendagast wrote:
Heretek wrote:
Pendagast wrote:


ashiels gunslinger is fine, but its not paizo's gunslinger, and so its no good for this playtest.

You said yourself Paizo's Gunslinger has failed and you won't use it.

So why not use something that DOES work?

Who cares if it's Paizos or not?

her requires six shooters and lever actions to work.

Not looking for that, too western, spaghetti western in theory of basis is fine, but I dont want six shooter and rifles.

Paizo will fix their gunslinger, they arent going to leave it like it is.

Spaghetti western IS what "Gunslinger" implies.


Shadow_of_death wrote:


Except it doesn't explain why the same bullet shot with a standard action doesn't do as much

It's called 'Aiming'.

I may give this a shot.

Respect to the pickle.


Cartigan wrote:
Pendagast wrote:


her requires six shooters and lever actions to work.

Not looking for that, too western, spaghetti western in theory of basis is fine, but I dont want six shooter and rifles.

Paizo will fix their gunslinger, they arent going to leave it like it is.

Spaghetti western IS what "Gunslinger" implies.

Yeah....I agree Pendagast that the misfire mechanic is good and that the damage output might need to be tweaked. However, I would like to see a six-shooter, or at least a sidebar in the Ultimate Combat book for an option as such. Again, I like the misfire mechanic, but Cartigan is correct - gunslinger implies the old spaghetti western wielder. You would need to call the class a "musketeer" (minus the swordplay) or even a "minute man" for it to be more Renaissance for how the guns are designed to be a single shot.


Merlin_47 wrote:
Cartigan wrote:
Pendagast wrote:


her requires six shooters and lever actions to work.

Not looking for that, too western, spaghetti western in theory of basis is fine, but I dont want six shooter and rifles.

Paizo will fix their gunslinger, they arent going to leave it like it is.

Spaghetti western IS what "Gunslinger" implies.
Yeah....I agree Pendagast that the misfire mechanic is good and that the damage output might need to be tweaked. However, I would like to see a six-shooter, or at least a sidebar in the Ultimate Combat book for an option as such. Again, I like the misfire mechanic, but Cartigan is correct - gunslinger implies the old spaghetti western wielder. You would need to call the class a "musketeer" (minus the swordplay) or even a "minute man" for it to be more Renaissance for how the guns are designed to be a single shot.

Firstly, minute man or musketeer would be well into Early Modern. Renaissance would be something like an arquebus, maybe a matchlock.

Secondly, PDK and I found a way to let the Gunslinger have the full attack mechanic while still keeping the flintlock flavor, which I think doesn't quite take a dump over technological verisimilitude quite as much as revolvers do.

Sovereign Court

Sean K Reynolds wrote:
So give us feedback. Telling us your concerns is helpful. Ranting isn't helpful. Pointing out potential problems is helpful. Taking your marbles and going home isn't helpful. Saying that you don't want this in your campaign at all isn't helpful. Playtest. Give us data. We're going to do our very best to make this balanced and fun--all the while keeping in mind the constraints we've set out for these options.

Is there a specific type of data that the dev team is looking for at this point?

I have to admit I'm kind of in the OP's situation now. I feel like until the Gunslinger is given an extensive overhaul there isn't much more that I can say about it.

In terms of playtesting... it just seems obvious that it doesn't function well. I guess I could make character to builds to see if there is anything else that could be squeezed out that might make the class work, but I'm kind of doubtful.

It hasn't been asked, but I think the big question is when will we see a revision of the class?

Liberty's Edge

Why minus the swordplay, Merlin?
Gunslinger is a fast-BAB class. Surely they can pull out a sword and stab people once they've shot all the bullets they have loaded, if they like? And if most gunslingers have high dexterity and low strength to shoot better, then all the more reason for them to use rapiers!

Sovereign Court

Lyrax wrote:

Why minus the swordplay, Merlin?

Gunslinger is a fast-BAB class. Surely they can pull out a sword and stab people once they've shot all the bullets they have loaded, if they like? And if most gunslingers have high dexterity and low strength to shoot better, then all the more reason for them to use rapiers!

I don't have any problem with that. I was working on that the other day to try and figure out how to do it. The only problem is that it is yet another feat (Weapon Finesse) that the class needs to take to become viable. With the huge number of ranged attack feats needed already, it just pushes the class back even further.

The class definitely needs a lot more bonus feats to work and I'd happily add that to the list that should be baked into the class in some manner.

Sovereign Court

Sean K Reynolds wrote:
Training time is a "brake" on how quickly guns overtake a world, but we don't have a mechanic for that. If firearms are common enough in the world that you could issue one to every 1st-level warrior in the army, you'd consider them a martial weapon, not an exotic weapon. Even as an exotic weapon, every 1st-level warrior in the army could spend his or her feat on Exotic Weapon Proficiency. Because we don't want guns to be that common (either in the campaign setting or in the typical campaign we expect you're playing), we have to find other ways to make sure guns aren't that common. One way is to regulate the damage. Another is to regulate the reliability. Another is to regulate the price. Another is to fiddle with what a built-for-guns character can do with them. And at the same time, we don't want to overshadow the other classes in the game.

This has been rolling in my head for the last little bit and I guess I'm just finding it fascinating/confusing from a design perspective.

It's fascinating to see that this depth of thought is going into gun design in the game, but what I'm really confused about is why it is being seen as such a large concern.

I'm guess that the controversy over having guns in a traditional D&Dish setting does make one have to carefully tread through its design, however it just seems odd that the gun mechanics and stats are getting baked into it this caution.

D&D has always had weird mixes of anachronistic elements in it, but those elements have never forced a GM to have to logically follow out the consequences of those elements in the game. It did take several decades for a setting like Eberron to finally come into being, and while it does make a solid attempt at logically following out the consequences of a magic rich world, it could have gone even farther.

Putting aside Eberron, every other setting just hand waves away how illogical all of the various components fit together.

So I guess I just see this concern that if guns are introduced into the rules material in a robust way that it will lead GM's all over the world to force their campaigns to undergo a quick decade long industrial revolution that upends their magical worlds. GM's can effortlessly put their feet down and simply say, "No!" or trivially hand wave away the lack of gun propagation through a wide variety of economic, cultural or metaphysical reasons.

That concern seems to be similar to the problem of exotic weapons in general. There are plenty offered in the rules, but huge numbers of them have no mechanical value that justifies their being exotic, beyond some arbitrary cultural line drawn in the sand. It makes for this weird situation where rules are being offered up, but their mechanical values discourage them actually being used.

It seems to me that the most basic way of making guns fit within the system is just use the normal feat tax system. Guns, at a certain technological development, simply are better than basically any other weapon. If you want to use it then you need to take a feat tree, say... exotic, rapid reload, "reliable reload" to get rid of misfires. Then just let them settle into the system in comparison to other weapons.

Sean K Reynolds wrote:


And if you decide you don't like it, for whatever reason, you still have the option to not use it in your campaign

It's this idea that I would think ought to be the overall design principle. That rule items are built to mechanically fit with the system, and then let the GMs out there decide how those elements will culturally fit within their settings.

Sovereign Court

Purplefixer wrote:
Shadow_of_death wrote:


Except it doesn't explain why the same bullet shot with a standard action doesn't do as much

It's called 'Aiming'.

I may give this a shot.

Respect to the pickle.

Respect to the Pickle! [answers PDK, using the secret Pickle Brotherhood hand signal...]

Sovereign Court

Lyrax wrote:

Why minus the swordplay, Merlin?

Gunslinger is a fast-BAB class. Surely they can pull out a sword and stab people once they've shot all the bullets they have loaded, if they like? And if most gunslingers have high dexterity and low strength to shoot better, then all the more reason for them to use rapiers!

Yes. The Pickle Brotherhood has already discussed the rapier/pistol Greater Two-Weapon Fighting way.... it's awesome! GTWF gives you 3 off hand attacks -- say the pistol -- you fire once only and roll all off hand attacks in the one bullet. GO TO THE PICKLE RESPECT THREAD!! :)

Pirates = fighter/rogue/gunslingers + pickles! :)

Liberty's Edge

I hate pickles.
But I'm already in that thread because I like your ideas.


Lyrax wrote:

Why minus the swordplay, Merlin?

Gunslinger is a fast-BAB class. Surely they can pull out a sword and stab people once they've shot all the bullets they have loaded, if they like? And if most gunslingers have high dexterity and low strength to shoot better, then all the more reason for them to use rapiers!

The problem with that is the class isnt made for it. They would be less effective wielding those swords then warriors. At least warriors can devote feats at odd levels to swordplay, where is the feat starved gunslinger going to find room for weapon finesse, let alone power attack and the like? Its usually not a good sign if you are outclassed by npc classes.


Kolokotroni wrote:
Lyrax wrote:

Why minus the swordplay, Merlin?

Gunslinger is a fast-BAB class. Surely they can pull out a sword and stab people once they've shot all the bullets they have loaded, if they like? And if most gunslingers have high dexterity and low strength to shoot better, then all the more reason for them to use rapiers!
The problem with that is the class isnt made for it. They would be less effective wielding those swords then warriors. At least warriors can devote feats at odd levels to swordplay, where is the feat starved gunslinger going to find room for weapon finesse, let alone power attack and the like? Its usually not a good sign if you are outclassed by npc classes.

There's also the problem where you don't have any means of actually damaging the enemy with a rapier since you'll be doing weapon damage and just weapon damage.


ProfessorCirno wrote:
Kolokotroni wrote:
Lyrax wrote:

Why minus the swordplay, Merlin?

Gunslinger is a fast-BAB class. Surely they can pull out a sword and stab people once they've shot all the bullets they have loaded, if they like? And if most gunslingers have high dexterity and low strength to shoot better, then all the more reason for them to use rapiers!
The problem with that is the class isnt made for it. They would be less effective wielding those swords then warriors. At least warriors can devote feats at odd levels to swordplay, where is the feat starved gunslinger going to find room for weapon finesse, let alone power attack and the like? Its usually not a good sign if you are outclassed by npc classes.
There's also the problem where you don't have any means of actually damaging the enemy with a rapier since you'll be doing weapon damage and just weapon damage.

Thats more or less part of what I meant but yea, without substantial changes the gunslinger does work as the musketeer where you fire a few pistols and then run in with a blade at all.


ProfessorCirno wrote:
Kolokotroni wrote:
Lyrax wrote:

Why minus the swordplay, Merlin?

Gunslinger is a fast-BAB class. Surely they can pull out a sword and stab people once they've shot all the bullets they have loaded, if they like? And if most gunslingers have high dexterity and low strength to shoot better, then all the more reason for them to use rapiers!
The problem with that is the class isnt made for it. They would be less effective wielding those swords then warriors. At least warriors can devote feats at odd levels to swordplay, where is the feat starved gunslinger going to find room for weapon finesse, let alone power attack and the like? Its usually not a good sign if you are outclassed by npc classes.
There's also the problem where you don't have any means of actually damaging the enemy with a rapier since you'll be doing weapon damage and just weapon damage.

Agreed. Check this out, I got this really cool class for you that should be able to wield guns and a sword and rock the projects while making it look good. Here, it's posted on teh internet!

The Class that should wield guns and swords and be good.


Sean K Reynolds wrote:
Training someone to use a longbow takes years and a lot of strength. Training someone to use a gun to the same level of accuracy takes weeks. Yet both cost just one feat, and the game doesn't have any rules for regulating how long it takes to reach level 1 in a real class.

Maybe guns should be martial or even simple weapons to reflect their relative ease of use regardless of their commonality -- that's the logic behind where the crossbows fall, isn't it?

A real "gun character" will want a bunch of gun-related feats beyond proficiency, anyway, so just like with the crossbow you're not losing the ability to differentiate there.

Alternately, maybe the nonproficiency penalty for guns works differently -- impacting accuracy very little but misfires/reload a lot. I'm not sure I love creating an exception there but it could be another angle.


Lyrax wrote:

Why minus the swordplay, Merlin?

Gunslinger is a fast-BAB class. Surely they can pull out a sword and stab people once they've shot all the bullets they have loaded, if they like? And if most gunslingers have high dexterity and low strength to shoot better, then all the more reason for them to use rapiers!

Oh, I have no problem with it either, Lyrax. I was merely saying without the sword play because I was covering my own butt in case the auto response was, "No, not a Musketeer because he was also swordplay to be considered a gunslinger."

@Kryptic - yes...using that method is also preferred by me. I'm not opposed to having a six-shooter (since I've said before that having this style of gun be single shot makes perfect sense), but it's more like one of my players is rather turned off by the fact the gun is only a single shot. I personally think it makes sense and I've explained to him that you can use the method you described and he seems a bit more accepting of the idea now.

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