Best Firearms Rules?


Homebrew and House Rules


There's been some criticism over the way firearms operate in Pathfinder. While touch attacks address some of the aspects of firearms, armor and shields should account for something (maybe DR) against them.

I was wondering with all the rules out there, which in your opinions are the best and why?


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I'm actually a pretty big fan of the existing firearm rules, the misfire chance is really an interesting mechanic and seems to benefit/reward Gunslingers and other characters actually trained in the operation of the firearm. I also think it's neat that it uses the target's touch AC in the first increment as well.

The only thing that I would have changed at all, is that rather then being crafted like magical items and requiring the Gunsmithing feat, I would have much rathered a "Craft (Gunsmithing)" skill check and have it be made like a normal item. Though I think it would have been cool if there was also a feat that was similar to Master Alchemist etc that sped up the crafting quite a bit and reduced the cost of producing the gunpowder.


I think the problem with the firearm rules is that no one really understands hit points, or at least they don't understand them in the same way the game designers understand them, provided that they do.

In addition to that, no one really knows how to visualize what happens when a character takes a minor wound. Even if they do, a lot of players don't accept the idea of that characters are constantly taking "flesh wounds" mostly because that idea is stupid (ymmv).

I wouldn't have such a problem with the idea of touch ac if the enhancement and deflection bonuses to AC characters got as they leveled were attributed to skill and came automatically.

That said: I've had my own firearms rules sense the game first came out and I've always liked them the best. Mind you, I've moved the bonuses mentioned above and treat all damage to HP gained after first level to be against skill, luck, and divine favor (meaning no real damage at all).

Firearms receive a +4 strike bonus. Firearms use touch ac unless the target has magical armor. If the target has massive natural armor, its full AC can also be used.

Example guns characters had in my game (Acquired from Devils in Dis):

M 1903 Springfield

Damage 1d10
Critical 19-20 x3
Shots 5/
Range Increment 150'

FN SCAR H

Damage 2d8
Critical 18-20 x3
Shots 20/
Range Increment 200'
3 Round Burst +4 Strike, Crit 16+ x3, Range Increment 70'

I'm not a real gun guy, so I'm sure someone could write better rules for them, but my players were convinced.

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