Why not limit the usefulness of guns for the general population by failure alone?


Gunslinger Discussion: Round 1


Instead of limiting gun use by cost why not do it by failure rate? Giving the gunslinger a free ride (zero failure rate from level 1). It's easy to explain the rarity of a class in fluff ... and with guns being unreliable to the point of uselessness for everyone else it explains why they aren't spreading like wildfire across the setting.

Then you can introduce high tech guns with low failure rates as an optional rule to allow more classes to benefit from them.

Sovereign Court

It bears mentioning. Guns were not an overnight success IRL. They were expensive, slow and unreliable, and in some cases condemned by religious authorities.

On the other hand, the time-honoured method of Bashing your enemy skull remained an all-time favourite.

And not everybody is bright and educated, and furthermore ... demand and ... supply ? How many craftsmen can actually produce gun outside of Alkenstar at this time ? Uh ? You bet it.

EDIT : and it takes craftsmen. No Mass Production.


Pinky's Brain wrote:

Instead of limiting gun use by cost why not do it by failure rate? Giving the gunslinger a free ride (zero failure rate from level 1). It's easy to explain the rarity of a class in fluff ... and with guns being unreliable to the point of uselessness for everyone else it explains why they aren't spreading like wildfire across the setting.

Then you can introduce high tech guns with low failure rates as an optional rule to allow more classes to benefit from them.

+1

This is probably the best suggestion I've read; let the setting determine the weapon's power...I like it.

The Exchange

Pinky's Brain wrote:
Instead of limiting gun use by cost why not do it by failure rate? Giving the gunslinger a free ride (zero failure rate from level 1).

Maybe not a free ride, perhaps limit it to the broken condition and no explosions. They should also clear the broken condition quicker than others.

In general though, agree.

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