
Kalrik |

I would like to use firearms in my game, but I would like to make them more realistic and dangerous. I have two options that I'm entertaining.
Revolver: medium weapon, 1d10 damage 19-20/x3 attacks rolled against target touch armor class.
Revolver: medium weapon, 1d10 damage 16-20/x3 attacks rolled normally.
In both cases, the firearm has six shots before needing to be reloaded and reloads as a full round action. Range increment of 100 feet.
I don't need any arguments that arrows and bolts are any less deadly than bullets, but guns did make the use of a bow obsolete. I want a different take on guns without breaking the game. Guns are not going to be readily available to my players, so I doubt they will be used at all, by the players.

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I would like to use firearms in my game, but I would like to make them more realistic and dangerous. I have two options that I'm entertaining.
Revolver: medium weapon, 1d10 damage 19-20/x3 attacks rolled against target touch armor class.
Revolver: medium weapon, 1d10 damage 16-20/x3 attacks rolled normally.
In both cases, the firearm has six shots before needing to be reloaded and reloads as a full round action. Range increment of 100 feet.
I don't need any arguments that arrows and bolts are any less deadly than bullets, but guns did make the use of a bow obsolete. I want a different take on guns without breaking the game. Guns are not going to be readily available to my players, so I doubt they will be used at all, by the players.
Make touch AC within a certain range like within 30ft or 40ft and make it full AC past that. It gives the players some incentive NOT to rush into melee for fear of damage, but gives you some compassion in odd levels where those guns are going to destroy things.
I wouldn't make the crit range from 16-20...that is devestating.

Kalrik |

Kalrik wrote:I would like to use firearms in my game, but I would like to make them more realistic and dangerous. I have two options that I'm entertaining.
Revolver: medium weapon, 1d10 damage 19-20/x3 attacks rolled against target touch armor class.
Revolver: medium weapon, 1d10 damage 16-20/x3 attacks rolled normally.
In both cases, the firearm has six shots before needing to be reloaded and reloads as a full round action. Range increment of 100 feet.
I don't need any arguments that arrows and bolts are any less deadly than bullets, but guns did make the use of a bow obsolete. I want a different take on guns without breaking the game. Guns are not going to be readily available to my players, so I doubt they will be used at all, by the players.
Make touch AC within a certain range like within 30ft or 40ft and make it full AC past that. It gives the players some incentive NOT to rush into melee for fear of damage, but gives you some compassion in odd levels where those guns are going to destroy things.
I wouldn't make the crit range from 16-20...that is devestating.
I like putting a range limit on touch ac idea.
The reason I listed 16-20 was because improved crit would allow a 10-20 threat range. It is very dangerous and will devastate an opponent, but guns are supposed to be scary. Though it probably will be too much.

InfernosReaper |
If you have the 3.5 DMG, then there's a writeup for the revolver & basic modern firearms.
If you don't, http://www.wizards.com/default.asp?x=d20/article/msrd d20 Modern SRD. All you have to do is figure out how much you want the actual weapon & ammo to cost in a real currency & not WotC's abstract "wealth system" which was commissioned by the dark one himself & forged using the tears of orphans as they watched puppies being murdered before their eyes...
Anywayz. That's some stats to work with. Guns shouldn't be a touch attack, nor should they have a ridiculous crit range.
Also, for those who are curious. A revolver isn't possible without the advance of the primer cap from the 1800s. A flint-lock version wouldn't hold powder very well & would be more of a hazard to the wielder than the opponents, since it'd practically guaranteed to fire multiple chambers simultaneously every fight.

Odentin |

Also, for those who are curious. A revolver isn't possible without the advance of the primer cap from the 1800s. A flint-lock version wouldn't hold powder very well & would be more of a hazard to the wielder than the opponents, since it'd practically guaranteed to fire multiple chambers simultaneously every fight.
The earliest known revolver was made in 1597, about a decade before the advent of the flintlock, and roughly 200 years before the first percussion cap.

Kalrik |

I recently downloaded the play test and looked at the gunslinger. I think the class is nifty and has a lot of potential.
So, if we look at the specifications for what they have said are for the muskets we can extrapolate what one could expect for a revolver or cartridge rifle.
Going from muskets to cartridge firearms was a huge evolution in weaponry. The advent of conical bullets, rifling, and cartridges increased accuracy and range of firearms.
I would give a revolver a capacity of 5 or 6, misfire of 1, range increment of 40 feet, and 1d12 damage.
A cartridge rifle would have a capacity of 4-5, misfire of 1, range of 80 feet, and deal 2d6 damage.
What does everyone think? Better technology means a greater range, higher capacity, and a step up in damage done.

Odentin |

Rifling was known about far before the flintlock. Even conical bullets were known, yet spherical bullets remained the standard just for ease of loading.
Flintlocks to percussion caps was a pretty quick transition once the technology was discovered, 200 years after the flintlock came about. From the time percussion caps were invented until the cartridge came about was a span of fifty years.

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The problem wasn't with the rifling. Black powder built up residue in the barrel very quickly making, clogging the barrel and causing the gun to jam at best and explode at worst. they got around this by making the barrels loose around the bullet. This made the bullet bounce around the barrel and made rifling unfeasible until the invention of gunpowder. Also until the use of rifling was invented bows and crossbows were better.

Odentin |

The problem wasn't with the rifling. Black powder built up residue in the barrel very quickly making, clogging the barrel and causing the gun to jam at best and explode at worst. they got around this by making the barrels loose around the bullet. This made the bullet bounce around the barrel and made rifling unfeasible until the invention of gunpowder. Also until the use of rifling was invented bows and crossbows were better.
...what?
No. Smoothbore weapons were in use LONG before rifling came to be. Using smoothbore weapons even after rifling became known was a result of superstition and speed. See the post I linked to for more information on that. Despite that, rifling was still the superior choice for marksmanship. Residue buildup wasn't enough to be a huge issue over the course of a battle. Maybe over a long period IF never cleaned, but no idiots would fail to clean their weapon when they had a chance...
Black powder IS gunpowder. If you mean smokeless powder, however, the substance used in modern casings? That's different. That came about in the late 1800s. Guess what? Rifled, black powder weapons were being used for around a hundred years AT LEAST before that.
Further, guns outstripped bows and crossbows somewhere in the early 1200s, when the Chinese first started using them. Once the Europeans got a hold of the technology? It became the standard for warfare within a few years. Ought to say something about their effectiveness vs bows and crossbows...

InfernosReaper |
According my history lessons, Rifling wasn't prominent until the late 1700s. Note that the American Revolution was fought with flint-lock muskets.
As for a late 1500s revolver, not impossible, but my bit about the percussion cap was due to chainfires.
Guns outsripping bows? Damage, sure. Intimidation factor, oh yeah. Overall usefulness? Not in the slightest. The terrible reload times were terrible. Initially guns were either matchlock or wheel lock. Matchlock's unreliable as hell & wheel lock has a bad & random delay before firing.

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Revolver: medium weapon, 1d10 damage 16-20/x3 attacks rolled normally.
I don't need any arguments that arrows and bolts are any less deadly than bullets, but guns did make the use of a bow obsolete. I want a different take on guns without breaking the game.
I don't know your definition on breaking the game, but your gun listed there in the hands of a 15th level highly optimized Gunslinger is as follows:
.80*(5.5+16+8)+.6*.85*(3*(5.5+16+8)+3)+.80*(5.5+16+8)+.6*.85*(3*(5.5+16+8)+ 3)+.55*(5.5+16+8)+.6*.60*(3*(5.5+16+8)+3)+.30*(5.5+16+8)+.6*.35*(3*(5.5+16+ 8)+3)
217.76 DPR (an increase of 48% over the absolute best Pathfinder can do with a longbow)
If you consider 147.1235 Longbow DPR increased by 48% to 217.76 DPR not breaking the game, then cool.

idilippy |

Kalrik wrote:Revolver: medium weapon, 1d10 damage 16-20/x3 attacks rolled normally.
I don't need any arguments that arrows and bolts are any less deadly than bullets, but guns did make the use of a bow obsolete. I want a different take on guns without breaking the game.
I don't know your definition on breaking the game, but your gun listed there in the hands of a 15th level highly optimized Gunslinger is as follows:
>40' & <=80 ' Deadly Aim/Rapid Shot/IC/IPS/WS/GWF/PaleGreenIoun vs AC 30 (CR 15 suggestion Bestiary p291)
** spoiler omitted **
217.76 DPR (an increase of 48% over the absolute best Pathfinder can do with a longbow)If you consider 147.1235 Longbow DPR increased by 48% to 217.76 DPR not breaking the game, then cool.
Yeah, there's no way I'd allow a 16-20/x3 weapon in the game, especially since with 1 feat you jump to 11-20/x3 critical hits. 18-20/x3 would be pushing it, but possibly more reasonable. Someone smart want to do the DPR math on that and check out how that turns out?

Kalrik |

James Risner wrote:Yeah, there's no way I'd allow a 16-20/x3 weapon in the game, especially since with 1 feat you jump to 11-20/x3 critical hits. 18-20/x3 would be pushing it, but possibly more reasonable. Someone smart want to do the DPR math on that and check out how that turns out?Kalrik wrote:Revolver: medium weapon, 1d10 damage 16-20/x3 attacks rolled normally.
I don't need any arguments that arrows and bolts are any less deadly than bullets, but guns did make the use of a bow obsolete. I want a different take on guns without breaking the game.
I don't know your definition on breaking the game, but your gun listed there in the hands of a 15th level highly optimized Gunslinger is as follows:
>40' & <=80 ' Deadly Aim/Rapid Shot/IC/IPS/WS/GWF/PaleGreenIoun vs AC 30 (CR 15 suggestion Bestiary p291)
** spoiler omitted **
217.76 DPR (an increase of 48% over the absolute best Pathfinder can do with a longbow)If you consider 147.1235 Longbow DPR increased by 48% to 217.76 DPR not breaking the game, then cool.
I agree. I still need some feedback on how to advance the PF Ultimate Combat muskets to revolvers or lever action rifles.
Increased capacity
Increased damage dice
Increased range increment +10 feet for revolver; 20 for rifle
Increased price on the weapon itself
Increased price on cartridge: 16 gold per shot (up from 11)

InfernosReaper |
I still need some feedback on how to advance the PF Ultimate Combat muskets to revolvers or lever action rifles.
Increased capacity
Increased damage dice
Increased range increment +10 feet for revolver; 20 for rifle
Increased price on the weapon itself
Increased price on cartridge: 16 gold per shot (up from 11)
Ammo's already too bloody expensive, so 16gp per shot's not recommended for cartridges.
Capacity can only really work will with the self-contained cartridge, though cap & ball works with revolvers. How much ammo you want in a revolver depends on the gun size & ammo size.
Worthwhile range with guns isn't achievable without rifling.
Damage that's much higher than the book listings for old firearms really isn't really possible without double-loading powder or upgrading to smokeless powder, which is a lot more powerful than blackpowder(and won't choke you to death in a dungeon)
Other than smokeless powder, all of these things are pretty easy to achieve with ancient Rome/Greek/Chinese technology.
For the gun designs, break these improvements down to individual costs based on usefulness. With that you can come up with a variety of gun types. Also, you're going to have to make this more expensive than other options(bows/slings/crossbows), since they will be harder to do & come by. They do still affordable that one can afford to use them, though. As such, you'll need an affordable base gun & ammo setup, which does not yet exist in Pathfinder(as far as I'm aware).
EDIT: For an example of a multiple-shot weapon to base prices off of, see the Repeating Crossbow & compare to other crossbows. I've run the numbers on a fair cost per shot for guns. I'll look for that. If I can't find it, I'll just run the numbers again.