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I've been keeping close tabs on the Gunslinger class because I want this to succeed. I love the idea of the Gunslinger.
So far I don't like the current implementation of the gunslinger class. Its kind of all over and there are already numerous feats that exist in game that cover archers, crossbows, etc. I really don't want a version of the gunslinger to come out that includes mechanics that already exist in other classes/feats. We should be using whats already out there, because most of them can easily be converted to the Gunslinger concept.
Fighter variants already include archers and crossbows, firearms should be added into that mix.
A Ranger gunslinger already have numerous fighting styles, firearms should be added there as well.
The point I'd like to draw attention to is that everyone has a vision of a Gunslinger. Instead of confining it to a single class wouldn't it be smarter to let us as players/GM's tailor it to our tastes.
Some folks will want to play a fighter who might be a weapon master who focuses in firearms. Others might want to be a dual wielding slinger of lead like a ranger.
Personally I want to play a gunslinger that doesn't wear armor, who spins and dodges and does amazing feats of skill as if Jon Woo was directing my character. I can see this character as a monk, maybe even a Zen Gunslinger.
Some want to have Grit, and use Grit like abilities. It seems easier to incorporate these abilities into a Prestige class. It would allow you as game designers to focus on what exactly you want in your Gunslinger class and allow the players themselves to decide on how they get to it, via a fighter, ranger, even monk etc.
This avoids tedious things I see in the current Gunslinger class that has both evasion and uncanny dodge given at level 15.
It also allows for the current feats to easily be updated to include firearms so we don't end up with the confusion of multiple feats that do the same thing.
It seems that most of the crossbow specific feats could easily be updated to include firearms.
I'm a long time lurker on the forums but I care enough on the subject of gunslingers that I just had to throw out my 2 cents worth.
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Run, Just Run |
this is what one person said about your questions.
As a ranged weapon class, guns are automatically available and viable for fighters and rangers. There is no need to create a weapon-master-variant-for-guns, the normal weapon master archetype will do.
You say the gunslinger class "[is] kind of all over": this is by design. All classes are designed in a way to enable a *wide range* of character concepts without overly committing into one particular style. The gunslinger will work perfectly fine for "the lone wanderer", "the hotshot", "the silent killer", "the dual-pistolled pirate", and so forth.
See, for example, the witch: there are abilities to smell children, have animated hair, form a coven, and of course cackle. Any one of those is iconic for witches - but each one of those also represents a completely different character concept. And by character concept I mean roleplaying flavor as well as the mechanics that pull it all together.
Keep in mind that the gunslinger has likely changed considerably from the test-version. For one thing, last I heard it is made a full-fledged class in its own right, rather than an extended archetype/alternate class for the fighter. That means they are outside the partial restrictions that the fighter class puts on the design.
Until the previews (or more likely Ultimate Combat itself) you will not be able to make meaningful commentary on the gunslinger. Furthermore, since the class has been locked in place and at the printers months ago, nothing is going to change about the class at this point any more.