Firearms - Now 100% More Broken!


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Liberty's Edge

Black_Lantern wrote:
Stop trolling this is such an insignificant part of the game it doesn't even affect the overall game in any shape or form.

In your opinion.

My opinion is that because Paizo made their crappy touch AC mechanic now their guns are unbalanced in THE GAME. If you can't understand that then fine. Its a game, every option within that game should be fairly balanced against every other option. Firearms and Gunslingers aren't. End of story.

To acheive a similar effect with bows its 1,006 gp per shot (Brilliant Energy arrows), and those just don't work on constructs and undead.

Every other item in the game needs checks to craft, not guns (with Gunsmithing).

The gunslinger should have 3/4 BAB and d8 HD, like the Inquisitor. Not full BAB and d10 (and two good saves). He's a ranged combatant he doesn't have heavy armor proficiency and shouldn't be taking attacks frequently anyway. The magus has 3/4 BAB and d8 HD and he's expected to be in melee.

Poor design, and this is what I pay for?

I want to be able to use the material in the books I buy. I don't want to hand my players a book and say "yeah use this stuff, except anything to do with that one entire class and everything associated with their tools". Thats lame.

I didn't have to do it with Ultimate Magic, APG or ANY OTHER BOOK Paizo has published.

Costs and misfires are poor balances for firearms. The cost doesnt mean anything to any character over 4th or 5th level, and the misfire chances are crap, it just jams on the first misfire and if your dumb enough to keep firing that weapon then you deserve to have it blow up in your face. And besides I don't count on rolling 1s just like I don't count on rolling 20s. 9-11 is what your gonna roll most often (thats why its called average). So yeah when all you can do is roll 1s and 2s all night long guns suck, but guess what evrything sucks when you roll nnothing but crap. Its not a balance.

Nobody complained about guns until they instituted their new gun rules (which they didn't use in an open playtest for some reason). They had guns in their old campaign setting book. They even had rifles and revolvers, no special rules included. You could just go buy one. But now because of their (stoopid) gun rules they've ret-conned out rifles and revolvers because now they are 'advanced firearms'.

Oh by the way do you know why Advanced Firearms aren't allowed in PFS play? Its because Paizo knows how broken their new guns are and doesn't want their game to degenerate into a game where everybody uses guns which they would once the other players at the table saw how they worked, even with a -4 penalty for non-proficiency, you just don't miss 95% of the time, especially at higher level when monsters are Large or larger and depend on high natural armor for AC (like pretty much ALL monsters do).


overdark wrote:
Black_Lantern wrote:
Stop trolling this is such an insignificant part of the game it doesn't even affect the overall game in any shape or form.

In your opinion.

My opinion is that because Paizo made their crappy touch AC mechanic now their guns are unbalanced in THE GAME. If you can't understand that then fine. Its a game, every option within that game should be fairly balanced against every other option. Firearms and Gunslingers aren't. End of story.

To acheive a similar effect with bows its 1,006 gp per shot (Brilliant Energy arrows), and those just don't work on constructs and undead.

Every other item in the game needs checks to craft, not guns (with Gunsmithing).

The gunslinger should have 3/4 BAB and d8 HD, like the Inquisitor. Not full BAB and d10 (and two good saves). He's a ranged combatant he doesn't have heavy armor proficiency and shouldn't be taking attacks frequently anyway. The magus has 3/4 BAB and d8 HD and he's expected to be in melee.

Poor design, and this is what I pay for?

I want to be able to use the material in the books I buy. I don't want to hand my players a book and say "yeah use this stuff, except anything to do with that one entire class and everything associated with their tools". Thats lame.

I didn't have to do it with Ultimate Magic, APG or ANY OTHER BOOK Paizo has published.

Costs and misfires are poor balances for firearms. The cost doesnt mean anything to any character over 4th or 5th level, and the misfire chances are crap, it just jams on the first misfire and if your dumb enough to keep firing that weapon then you deserve to have it blow up in your face. And besides I don't count on rolling 1s just like I don't count on rolling 20s. 9-11 is what your gonna roll most often (thats why its called average). So yeah when all you can do is roll 1s and 2s all night long guns suck, but guess what evrything sucks when you roll nnothing but crap. Its not a balance.

Nobody complained about guns until they instituted their new gun rules...

can you re state your original post?

are you upset that you cant "craft" a gun?

or that guns use touch ac?

RPG Superstar 2010 Top 32

overdark wrote:
My opinion is that because Paizo made their crappy touch AC mechanic now their guns are unbalanced in THE GAME. If you can't understand that then fine. Its a game, every option within that game should be fairly balanced against every other option. Firearms and Gunslingers aren't. End of story.

Gunslingers don't outperform archers.

I don't like that ranged combat is so very much better than melee combat for most classes, but it's more a case of ranged combat being just so much better, not guns in particular.

And what does this have to do with the gun crafting rules?

Liberty's Edge

Lobolusk wrote:

can you re state your original post?

are you upset that you cant "craft" a gun?

or that guns use touch ac?

Yeah sorry my original post was just concerning the crafting, but the thread quickly derailed into other aspects of firearms.

And you can totally craft firearms, with no checks involved. (lame)

The rest of it is just as bad.


overdark wrote:
Lobolusk wrote:

can you re state your original post?

are you upset that you cant "craft" a gun?

or that guns use touch ac?

Yeah sorry my original post was just concerning the crafting, but the thread quickly derailed into other aspects of firearms.

And you can totally craft firearms, with no checks involved. (lame)

The rest of it is just as bad.

I was kinda upset the guns were not powerful enough i think they aren't balanced. a shot gun vs an arrow? shotgun wins every time. also ninja's should be immune to bullets at higher levels.

besides that I don't see your point guns are rare in golrian you cant just go to s-mart and buy a "boom stick" I think you are putting your dislike upon every body i personally dont care about the gunslinger cool, class i may play it one day. I also may pay taxes some time also.
not a world breaker not a big deal at all.

Liberty's Edge

Oh and here's another one, you find me an encounter in any Paizon published product that uses more than 100 feet of range.

Its a game and the physical reality of that game means that all participants in a combat have to be on the board. So in 99% of your combats range just isn't a factor at all. Most encounters are gonna be fought at short range simply so that melee characters have a chance to participate.

So if you can't get your gunslinger or other firearm wielding character into touch range you just aren't trying.

Liberty's Edge

Lobolusk wrote:

I was kinda upset the guns were not powerful enough i think they are t balanced. a shot gun vs an arrow? shotgun wins every time. also ninja's should be immune to bullets at higher levels.

besides that I don't see your point guns are rare in golrian you cant just go to s-mart and buy a "boom stick" I think you are putting your dislike upon every body i personally dont care about the gunslinger cool, class i may play it one day. I also may pay taxes some time also.
not a world breaker not a big deal at all.

<sigh> Guns arent rare they've been around for 100 years. And if you mean rare because they are expensive they are only as rare as +1 swords and we all know how rare those are right? They didn't have special 'guns are rare' rules until they instituted a broken mechanic to cover their supposed penetration power.

Go read the old Campaign Setting book.
No special rules for firearms in there at all.

And don't misunderstand me, I want to use firearms, I want to use Gunslingers. I want to use all the cool new stuff in all my cool new books. But the new rules governing guns are just bad.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
overdark wrote:
To achieve a similar effect with bows its 1,006gp per shot (Brilliant Energy arrows), and those just don't work on constructs and undead.

Nor do they work against dragons or many other monsters. Unlike touch attacks, brilliant energy does NOT ignore natural armor.

Per it's text, brilliant energy ONLY ignores armor and shield bonuses (plus their respective enhancement bonuses).

This makes touch attacks STRICTLY superior in every way.

Also, I have a character on file right now who uses firearms as a secondary weapon. He is not a gunslinger, does not use any gun-related archetypes, and he crafts all his guns in the traditional fashion with the craft (firearms) feat.

Liberty's Edge

A Man In Black wrote:

Gunslingers don't outperform archers.

I don't like that ranged combat is so very much better than melee combat for most classes, but it's more a case of ranged combat being just so much better, not guns in particular.

And what does this have to do with the gun crafting rules?

Really? How about this...

Monster AC 33 Touch AC 9 (this was an actual monster we fought in our game last week)

Archer X +25/+20/+15 1d8+20 (yeah i know thats a little unrealistic but I'm trying to prove a point)

Needs 8/13/18 to hit for 25 damage per hit

Guslinger X +20/+15/+10 1d8+8

Needs to not roll 1s on all attacks for 13 damage per hit

So lets see the archer hits once for 25 damage the gunslinger hits 3 times for 39 points of damage.

Outperformed. The archer might even miss all 3 times if he rolls poor for all attacks, not the gunslinger.

Liberty's Edge

Ravingdork wrote:

Nor do they work against dragons or many other monsters. Unlike touch attacks, brilliant energy does NOT ignore natural armor.

Per it's text, brilliant energy ONLY ignores armor and shield bonuses (plus their respective enhancement bonuses).

This makes touch attacks STRICTLY superior in every way.

Also, I have a character on file right now who uses firearms as a secondary weapon. He is not a gunslinger, does not use any gun-related archetypes, and he crafts all his guns in the traditional fashion with the craft (firearms) feat.

Hey thanks for that. So guns just moved up another notch.


39 Damage is not a lot by any means at all, furthermore, the average DPR of the Bow user is 33, so they're only doing 6 less damage on average.

So are they bad because they're unusable, or bad because of some theory crafting done by you?

I'm going to be having at least one fire-arm user in my upcomming campaign, and I'm wanting to see how it turns out in practice. I'll reserve my judgement until that happens. I have an initial feeling that they're on par with Cross-bows in the hands of anyone who isn't focused on their use.

RPG Superstar 2010 Top 32

overdark wrote:

Really? How about this...

Monster AC 33 Touch AC 9 (this was an actual monster we fought in our game last week)

Have words with your GM. That's appropriate AC for a CR 18ish enemy, and if you only have +25 to hit (or if you're trying to function as a martial combatant) at that level, you're going to have issues no matter what.

You fought an enemy with outrageously high AC, and thus you feel that an attacker that bypasses AC is more effective against that foe. Well duh. It doesn't actually illustrate anything useful, though.

Liberty's Edge

A Man In Black wrote:

Have words with your GM. That's appropriate AC for a CR 18ish enemy, and if you only have +25 to hit (or if you're trying to function as a martial combatant) at that level, you're going to have issues no matter what.

You fought an enemy with outrageously high AC, and thus you feel that an attacker that bypasses AC is more effective against that foe. Well duh. It doesn't actually illustrate anything useful, though.

I like how you avoid the part where the gunslinger outperformed the archer in the example and instead focused on the monster. The monster was used as an example just because I happen to have those numbers fresh in my mind.

But anyway here goes, yes we fought 6 of these monsters. No were not 18th level our APL is 10.5, but we use 25-point guys and other stuff so thats why I didn't mention my home game on these boards.

I try to stick to a more baseline 15-20 point game assumption, no hero points etc.

Again the moster was an example, the characters were just an example too.


overdark wrote:
A Man In Black wrote:

Gunslingers don't outperform archers.

I don't like that ranged combat is so very much better than melee combat for most classes, but it's more a case of ranged combat being just so much better, not guns in particular.

And what does this have to do with the gun crafting rules?

Really? How about this...

Monster AC 33 Touch AC 9 (this was an actual monster we fought in our game last week)

Archer X +25/+20/+15 1d8+20 (yeah i know thats a little unrealistic but I'm trying to prove a point)

Needs 8/13/18 to hit for 25 damage per hit

Guslinger X +20/+15/+10 1d8+8

Needs to not roll 1s on all attacks for 13 damage per hit

So lets see the archer hits once for 25 damage the gunslinger hits 3 times for 39 points of damage.

Outperformed. The archer might even miss all 3 times if he rolls poor for all attacks, not the gunslinger.

Wouldn't that archer with manyshot (because realistically what's an archer without manyshot) have just hit for 50 dmg with their first attack, outperforming the gunslinger for damage that round? Unless, of course, he rolls lower than average. Even then though any roll that hits the misfire rate of a gun is considered a miss regardless of whether or not it would of hit. So each attack you have a ~10% chance to not only miss, but to then forgo the rest of your attacks (since you don't want to blow up your precious gun).

The way i see it is that it's a tradeoff. A gun will get you consistancy in damage, but a bow will get you the higher ends of damage.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Indrajit wrote:


The way i see it is that it's a tradeoff. A gun will get you consistancy in damage, but a bow will get you the higher ends of damage.

Now that's just not fair, is it? ;)


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
overdark wrote:
Hey thanks for that. So guns just moved up another notch.

No problem, friend. ;)

*Quickly hides empty gas cans before anyone notices*

RPG Superstar 2010 Top 32

overdark wrote:
I like how you avoid the part where the gunslinger outperformed the archer in the example and instead focused on the monster.

Yes, I ignored the random damage numbers you pulled out of your butt, to focus on the fact that you had an unrealistic to-hit numbers needed. I'm quite capable of doing the math to see how much damage an attack routine will do, but if you input random garbage numbers you just made up on the spot, surprise surprise, you get random garbage outputs!

Make a broken gunslinger. If it's so obviously broken, it'll be easy.

Liberty's Edge

Matt Stich wrote:
Indrajit wrote:


The way i see it is that it's a tradeoff. A gun will get you consistancy in damage, but a bow will get you the higher ends of damage.

Now that's just not fair, is it? ;)

Having played with both a fighter archer and gunslingers for multiple PFS rounds at Gencon, Fighter archers do more damage at least in the PFS level band. Perhaps this changes at 20th level but I would have to see it to believe it at this point. Gunslingers have some interesting tricks, but the damage is just not there.


A Man In Black wrote:
overdark wrote:
I like how you avoid the part where the gunslinger outperformed the archer in the example and instead focused on the monster.

Yes, I ignored the random damage numbers you pulled out of your butt, to focus on the fact that you had an unrealistic to-hit numbers needed. I'm quite capable of doing the math to see how much damage an attack routine will do, but if you input random garbage numbers you just made up on the spot, surprise surprise, you get random garbage outputs!

Make a broken gunslinger. If it's so obviously broken, it'll be easy.

Sorry, Overdark has already stated that they are borken and as such your fancy "numbers" and "logic" have no place here. :P


A Man In Black wrote:
Make a broken gunslinger. If it's so obviously broken, it'll be easy.

I'd like to see that done. And show how much equipment it has at what cost. Then we can compare the same with a character of equal level with the same wealth.

Wanna bet which has better and more powerful items, and which has to leave a large amount of cash free just to be able to use his weapon? There's lots of costs, and some are actually hidden.

For example, every 10 doses of black powder a gun user expects to carry requires him to spend 3 gp on a powder horn. Otherwise water, fire and electrical damage and misfire explosions will ruin it all. A dry load will carry 20 doses, but costs 2000 gp.

A keg will carry more, but it's heavier, MUCH more expensive (price of a +1 weapon at the store, or a day dedicated to nothing but crafting it), and doesn't protect the powder at all.

Finally, you can use alchemical cartridges instead but buying them at a store means that 10 cartridges could have been 10 normal doses of powder AND bought 3 powder horns (making them yourself is better admittedly, but still ends up increasing misfire chances by 5% for all their convenience).


I can understand thinking that touch attacks are overpowered. What I can't for the life of me figure out is why forcing an auto-pass skill check for show would suddenly "balance" them.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Aren't kegs traditionally waterproof? Seeing as they generally keep liquids in, they would also keep liquids out.

Dark Archive

Tobias wrote:
A Man In Black wrote:
Make a broken gunslinger. If it's so obviously broken, it'll be easy.

I'd like to see that done. And show how much equipment it has at what cost. Then we can compare the same with a character of equal level with the same wealth.

Wanna bet which has better and more powerful items, and which has to leave a large amount of cash free just to be able to use his weapon? There's lots of costs, and some are actually hidden.

For example, every 10 doses of black powder a gun user expects to carry requires him to spend 3 gp on a powder horn. Otherwise water, fire and electrical damage and misfire explosions will ruin it all. A dry load will carry 20 doses, but costs 2000 gp.

A keg will carry more, but it's heavier, MUCH more expensive (price of a +1 weapon at the store, or a day dedicated to nothing but crafting it), and doesn't protect the powder at all.

Finally, you can use alchemical cartridges instead but buying them at a store means that 10 cartridges could have been 10 normal doses of powder AND bought 3 powder horns (making them yourself is better admittedly, but still ends up increasing misfire chances by 5% for all their convenience).

I don't see a problem with that idea. Say generate a Gunslinger at 10th, 15th and 20th level and run it through the DPS spreadsheet. To make it fair lets also only give him 90% of his WBL (he spent the other 10% on bullets and such).

I'm interested enough in the outcome to volunteer to create the Gunslinger if one of you will choose and post the level benchmarks for a fighter Archer of the same levels.


Ravingdork wrote:
Aren't kegs traditionally waterproof? Seeing as they generally keep liquids in, they would also keep liquids out.

Nope. Its specifically mentioned in the Powder horn description that they protect black powder from exploding and water. Kegs don't. In fact they go out of their way to mention that powder stored in them is prone to exploding. Since they don't specifically mention protecting against water, the way the horn does, they don't keep powder from getting damp.

RPG Superstar 2010 Top 32

Mathwei ap Niall wrote:
I don't see a problem with that idea. Say generate a Gunslinger at 10th, 15th and 20th level and run it through the DPS spreadsheet. To make it fair lets also only give him 90% of his WBL (he spent the other 10% on bullets and such).

Well, I don't really care about the actual DPR of the build. I'm mostly looking to see if he's got some sort of insight that isn't present in this build. Kung-Fu Joe's pistolero gives comparable performance to a fighter archer, and that's before you take needing to stop shooting because of a misfire into account.


Mathwei ap Niall wrote:


Say generate a Gunslinger at 10th, 15th and 20th level and run it through the DPS spreadsheet. To make it fair lets also only give him 90% of his WBL (he spent the other 10% on bullets and such).

I'm interested enough in the outcome to volunteer to create the Gunslinger if one of you will choose and post the level benchmarks for a fighter Archer of the same levels.

Archetypes are important in this arena. Both Musket Master and Pistolero have abilities that are just flat out better for damage than the base Gunslinger. Especially the Pistolero, which at 11th level will be able to use up close and deadly as his signature deed, meaning that every time he attacks, he's gonna deal some amount of damage no matter what.

Further, UC does add a few things for Archers that might be very useful in the long run.

Dark Archive

Jeranimus Rex wrote:
Mathwei ap Niall wrote:


Say generate a Gunslinger at 10th, 15th and 20th level and run it through the DPS spreadsheet. To make it fair lets also only give him 90% of his WBL (he spent the other 10% on bullets and such).

I'm interested enough in the outcome to volunteer to create the Gunslinger if one of you will choose and post the level benchmarks for a fighter Archer of the same levels.

Archetypes are important in this arena. Both Musket Master and Pistolero have abilities that are just flat out better for damage than the base Gunslinger. Especially the Pistolero, which at 11th level will be able to use up close and deadly as his signature deed, meaning that every time he attacks, he's gonna deal some amount of damage no matter what.

Further, UC does add a few things for Archers that might be very useful in the long run.

Oh, definitely though I'll admit I'm not fond of Pistolero just yet (actually I despise the Gunslinger class as a whole but insist on learning it before I ban it from my games), the musket Master seems more like the path I'd go for.

Kung-fu Joe's build seems to pretty well hit the mark for baseline DPs for the gunslinger though I'm pretty sure his damage would massively improve at 11th+.


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overdark wrote:
And besides I don't count on rolling 1s just like I don't count on rolling 20s. 9-11 is what your gonna roll most often (thats why its called average).

Psst... that's not what "average" means. If you're rolling between 9 and 11 more often than any other numbers, your die is not balanced and should be thrown out.


1 person marked this as a favorite.
Jeranimus Rex wrote:

Archetypes are important in this arena. Both Musket Master and Pistolero have abilities that are just flat out better for damage than the base Gunslinger. Especially the Pistolero, which at 11th level will be able to use up close and deadly as his signature deed, meaning that every time he attacks, he's gonna deal some amount of damage no matter what.

Further, UC does add a few things for Archers that might be very useful in the long run.

I would argue that archetypes shouldn't matter if the discussion is whether or not firearms are balanced or not. If firearms are unbalanced then they should be just as broken in the hands of a base fighter. If trying to show that the gunslinger is broken, then the question is about the gunslinger, then it needs to focus on the base gunslinger, not the altered archetype.

The OP's point was that firearms were broken in and of themselves. He should be able to prove that with a fighter as well as with a gunslinger. If he has to add archetypes to prove it, he's gone beyond the issue of firearms into whether the archetype is balanced.

The Exchange

Cheapy wrote:
Hrmph. d20pfsrd.com needs to update the Craft tables. I'll update that later. Lesson learned, check the PRD instead of d20pfsrd.

Fixing now. Will investigate how/why there is a difference once finished updating page.

RPG Superstar 2010 Top 32

Tobias wrote:
I would argue that archetypes shouldn't matter if the discussion is whether or not firearms are balanced or not.

Archetypes are an essential part of using firearms effectively, just as bow-specific feats are an essential part of using bows effectively. A gun user without a a gun-using archetype - or, failing that, class abilities that properly synergize with gun use - is as irrelevant as an archer without Manyshot.


Mathwei ap Niall wrote:

(actually I despise the Gunslinger class as a whole but insist on learning it before I ban it from my games)

Huh, that's kinda out of left field. What exactly do you despise about the class exactly? (just out of curiosity)

And yes, DPR does go up in the sense that the resourse cost goes down for the Pistolero on their newfangled precision damage. Thankfully it's not multiplied on Crit, which would just put it over the top.

Granted, figuring out a chance of missfire is also important, seeing as how it renders the gun inoperable, and some burst combinations like double barrel pistols etc. more often than not results in mis-firing.

Granted, that's all moot @lvl 13 for either the Pistolero or Musket master.


A Man In Black wrote:
Tobias wrote:
I would argue that archetypes shouldn't matter if the discussion is whether or not firearms are balanced or not.
Archetypes are an essential part of using firearms effectively, just as bow-specific feats are an essential part of using bows effectively. A gun user without a a gun-using archetype - or, failing that, class abilities that properly synergize with gun use - is as irrelevant as an archer without Manyshot.

If you need to add an archetype to the gunslinger class and load up on certain feats in order to prove firearms are unbalanced, you aren't proving much. You've shown that the build is unbalanced, not the weapon.

Fighters have access to all the same feats, and can get access to grit and certain deeds. If guns are unbalanced then a fighter with the right feats should be unbalanced too.

RPG Superstar 2010 Top 32

Tobias wrote:
If you need to add an archetype to the gunslinger class and load up on certain feats in order to prove firearms are unbalanced, you aren't proving much. You've shown that the build is unbalanced, not the weapon.

This is a useless distinction. It doesn't matter if guns or gunslingers are broken, they're both parts of the gun rules.

Fighters can't use guns as effectively because they don't have class features with synergize with gun use. Gun users need large chunks of bonus damage that can be effectively used at range, and fighters don't really get that.

Dark Archive

Jeranimus Rex wrote:
Mathwei ap Niall wrote:

(actually I despise the Gunslinger class as a whole but insist on learning it before I ban it from my games)

Huh, that's kinda out of left field. What exactly do you despise about the class exactly? (just out of curiosity)

And yes, DPR does go up in the sense that the resourse cost goes down for the Pistolero on their newfangled precision damage. Thankfully it's not multiplied on Crit, which would just put it over the top.

Granted, figuring out a chance of missfire is also important, seeing as how it renders the gun inoperable, and some burst combinations like double barrel pistols etc. more often than not results in mis-firing.

Granted, that's all moot @lvl 13 for either the Pistolero or Musket master.

That misfire chance goes away as soon as you can afford to put a +1 enchant on your weapon (Reliable is pretty much mandatory enchant).

Or just spend the point of grit and remove it and keep shooting.

As for why I dislike it is pretty much the same reason all the other haters do. I don't like guns in my fantasy games. It throws off my suspension of disbelief as well as the inevitable power creep they represent.


ZappoHisbane wrote:
overdark wrote:
And besides I don't count on rolling 1s just like I don't count on rolling 20s. 9-11 is what your gonna roll most often (thats why its called average).
Psst... that's not what "average" means. If you're rolling between 9 and 11 more often than any other numbers, your die is not balanced and should be thrown out.

Did you really not understand his intent are were you playing the semantics game?


A Man In Black wrote:
Tobias wrote:
If you need to add an archetype to the gunslinger class and load up on certain feats in order to prove firearms are unbalanced, you aren't proving much. You've shown that the build is unbalanced, not the weapon.

This is a useless distinction. It doesn't matter if guns or gunslingers are broken, they're both parts of the gun rules.

Fighters can't use guns as effectively because they don't have class features with synergize with gun use. Gun users need large chunks of bonus damage that can be effectively used at range, and fighters don't really get that.

Hm... what about weapon training and greater weapon specialization? That would provide a +9 to damage and of course the +7 to hit as well. He could also use rapid reload and alchemical cartridges to get to free reloading just like the gunslinger can. He doesn't have the utility stuff that the gunslinger has, but on the pure damage front I would think that he could match the gunslinger with a gun at least.


A Man In Black wrote:
Tobias wrote:
If you need to add an archetype to the gunslinger class and load up on certain feats in order to prove firearms are unbalanced, you aren't proving much. You've shown that the build is unbalanced, not the weapon.

This is a useless distinction. It doesn't matter if guns or gunslingers are broken, they're both parts of the gun rules.

Fighters can't use guns as effectively because they don't have class features with synergize with gun use. Gun users need large chunks of bonus damage that can be effectively used at range, and fighters don't really get that.

If guns are unbalanced, then a base fighter using guns will be much more powerful than a base fighter using traditional ranged weapons.

If guns are unbalanced, then a base gunslinger will be more powerful than a base fighter (or ranger) using bows.

If you have to add archetypes to the base gunslinger to prove that it is more powerful than an archer, then you've gone beyond testing the weapon to testing the builds. And as Abraham Spalding pointed out, there are options with base fighters through feats, and they can even get grit and deeds.

RPG Superstar 2010 Top 32

Abraham spalding wrote:
Hm... what about weapon training and greater weapon specialization? That would provide a +9 to damage and of course the +7 to hit as well. He could also use rapid reload and alchemical cartridges to get to free reloading just like the gunslinger can. He doesn't have the utility stuff that the gunslinger has, but on the pure damage front I would think that he could match the gunslinger with a gun at least.

+8 damage, and that's only at level 17. Kung-Fu Joe's pistolero is getting +6 from Gun Training already at level 10 with an exceptionally conservative stat array, and it'll only go up with levels and gear.

Quote:
If you have to add archetypes to the base gunslinger to prove that it is more powerful than an archer, then you've gone beyond testing the weapon to testing the builds.

This might be relevant if the "builds" were something more complicated than taking an appropriate class/archetype, then taking the relevant feats in order. Bows are pretty damn weak if you don't take Rapid Shot or Manyshot or try to use them with a class that doesn't get a decent base to-hit chance combined with some bonus damage, and lances are pretty damn weak weak if you don't take the appropriate feats or if you're stuck using a mundane mount. I don't think it's a productive discussion to quibble about whether it's Spirited Charge or Manyshot making lances or bows effective when the context is about chargers or archers as a whole.

If your argument is "Well, it doesn't matter how good a gun user is, look at how many weak gun users you can make!" then you're wasting everyone's time.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

A weapon master fighter using firearms could have a static +29 to damage with each attack.

+12 deadly aim
+5 Weapon training
+5 magic gun
+4 Weapon Specializations
+2 gloves of dueling
+1 point blank shot

That's not huge, but it's nothing to sneeze at either.


A Man In Black wrote:


This might be relevant if the "builds" were something more complicated than taking an appropriate class/archetype, then taking the relevant feats in order. Bows are pretty damn weak if you don't take Rapid Shot or Manyshot or try to use them with a class that doesn't get a decent base to-hit chance combined with some bonus damage, and lances are pretty damn weak weak if you don't take the appropriate feats or if you're stuck using a mundane mount. I don't think it's a productive discussion to quibble about whether it's Spirited Charge or Manyshot making lances or bows effective when the context is about chargers or archers as a whole.

If your argument is "Well, it doesn't matter how good a gun user is, look at how many weak gun users you can make!" then you're wasting everyone's time.

Which means that the weapons themselves aren't unbalanced, it's the combination of a ton of feats AND archetypes that make them unbalanced.

Same can be said with lots of facets of the game. Broken builds =/= Broken weapons. Especially if you have to go beyond a base class to break them.

RPG Superstar 2010 Top 32

Ravingdork wrote:
That's not huge, but it's nothing to sneeze at either.

18 of those points are things absolutely anyone can take, and two of them come out of common resources. Trust me, I've fooled with gun fighters already, they aren't anything special.

Tobias wrote:
Same can be said with lots of facets of the game. Broken builds =/= Broken weapons. Especially if you have to go beyond a base class to break them.

"Guns don't kill people, shooters kill people!" is not a meaningful distinction for this thread. I don't know why you're arguing with me, here, since I hold that even gun archetype characters aren't very good.


Ravingdork wrote:

A weapon master fighter using firearms could have a static +29 to damage with each attack.

+12 deadly aim
+5 Weapon training
+5 magic gun
+4 Weapon Specializations
+2 gloves of dueling
+1 point blank shot

That's not huge, but it's nothing to sneeze at either.

The gunslinger would have a Dex cap of about 36 if it starts with a 20 and dumps everything into Dex along the way which put him at:

+12 deadly aim
+13 dex
+5 magic gun
+1 point blank shot

+31 damage. If he also has reduce person peramencied on himself he'll have an additional +1 to damage from his size bonus to dex.

The biggest difference is going to be the fact the fighter is going to have a lot more bonuses to hit that the gunslinger won't readily be able to match.

This matters... why? I'll tell you.

Double barreled pistols. The fighter can afford the -4 to hit with two handed fighting with them and the -4 to hit for firing both barrels at once... add in any of a various number of shenanigans to reload both pistols on the same round and he can get out 14 shots a round before haste, and 16 shots a round after it.


Mathwei ap Niall wrote:
Venomblade wrote:
overdark wrote:


Really, how do you figure that.

Sure you have to have the Gunsmithing feat. But Gunslingers (and all 'gun' archetypes) get it for free.

And what else do I need GM permission for?

Can someone tell me where this rule is stated. I can not find it anywhere. I thought archetypes had to take the Gun smithing and exotic weapon prof. firearms feats.

Page 9 very last sentence on left hand column.

So I got home and looked at this. The last sentence on pg. 9 on the left says that Gunslingers get it as a bonus feat.

I cannot find anywhere in the book that says Holy Gun, or Trophy Hunter archetypes get gunsmithing or EWP firearms as free feats.

RPG Superstar 2010 Top 32

Abraham spalding wrote:
Double barreled pistols. The fighter can afford the -4 to hit with two handed fighting with them and the -4 to hit for firing both barrels at once... add in any of a various number of shenanigans to reload both pistols on the same round and he can get out 14 shots a round before haste, and 16 shots a round after it.

So does the gunslinger; touch AC just isn't that high. However, fighters can't safely abuse double pistols, because they have a nasty tendency to explode. Even a reliable double pistol has a 3% chance to explode every time you shoot both barrels, and an additional 16% chance on top of that to misfire. It's not practical.

Look, I've sat down and written scratch characters with enough detail to feel confident that gun fighters just aren't giving you the same performance until 12ish, when GWS and Gloves of Dueling come online. And since that's the point where gunslingers can safely abuse double pistols without risk of explosion, it's a nonissue.


A Man In Black wrote:
Abraham spalding wrote:
Double barreled pistols. The fighter can afford the -4 to hit with two handed fighting with them and the -4 to hit for firing both barrels at once... add in any of a various number of shenanigans to reload both pistols on the same round and he can get out 14 shots a round before haste, and 16 shots a round after it.

So does the gunslinger; touch AC just isn't that high. However, fighters can't safely abuse double pistols, because they have a nasty tendency to explode. Even a reliable double pistol has a 3% chance to explode every time you shoot both barrels, and an additional 16% chance on top of that to misfire. It's not practical.

Look, I've sat down and written scratch characters with enough detail to feel confident that gun fighters just aren't giving you the same performance until 12ish, when GWS and Gloves of Dueling come online. And since that's the point where gunslingers can safely abuse double pistols without risk of explosion, it's a nonissue.

Look I've sat down and written scratch characters just as much and don't have the same perimeters as you for what I'm comfortable with so don't tell me how to play and that I don't know what's going on -- you aren't the only one that can run numbers and just because you have a certain level that you are comfortable with or aren't doesn't mean everyone else shares those views.

The gunslinger is looking at a significantly lower to hit percentage than the fighter is at and beyond 12th level -- He's looking at best at being 'only' four points below the the fighter in attack bonuses, and honestly more likely to be 6+ points below the fighter. So at the same 'base level' that the gunslinger can play with his guns the fighter can play with more guns and more shots.

If you want to present figures then do so -- but don't just come in spouting that you 'know' without proof (regardless of how close some of your numbers might sound) present evidence, or accept that you aren't a verified source and act as such.

Now misfire can be a bit of an issue. But it can also be reduced, 3% isn't horrible and that's assuming your math is correct on it.

RPG Superstar 2010 Top 32

Abraham spalding wrote:
Look I've sat down and written scratch characters just as much and don't have the same perimeters as you for what I'm comfortable with so don't tell me how to play and that I don't know what's going on -- you aren't the only one that can run numbers and just because you have a certain level that you are comfortable with or aren't doesn't mean everyone else shares those views.

I gave you the reason that gun fighters are behind gunslingers for the first half of the game, because you don't get a major chunk of the fighter-only bonus damage (GWS and the gloves) until level 12ish. Also, to-hit doesn't matter except at low levels, because touch AC doesn't scale very much, and fighters don't have much of a to-hit advantage for most of their careers..

Quote:
So at the same 'base level' that the gunslinger can play with his guns the fighter can play with more guns and more shots.

And the fighter can't fool with more guns and more shots, because he doesn't get Expert Loading or, to a lesser extent, Gun Training. If he tries to blow both barrels on a reliable double pistol, he'll have a 10% (1-2, because you need paper cartridges) chance to misfire the first barrel, then a 30% chance (1-6) for the second barrel's shot to make the gun explode. 30% of 10% is 3%, and that's every single time you shoot a double pistol. And since they go off at the same time, you can't prevent the explosion by simply stopping your fire. This means that if you have TWF and ITWF and fire both barrels with each shot, you have a ~11.6% chance every time you make a full attack for a gun to explode in your hand! He has a whopping ~84.8% chance to finish the turn with at least one jammed or popped gun every time he tries this. It's not practical until you can get a pair of +1 greater reliable double pistols.

Gunslingers can at least try at this after level 11 if they can find the feats, because Expert Loading can prevent a pop in an emergency, and they only have a 2% to pop a double pistol in the first place, because of Gun Training. If you factor archetypes into this (and you've be crazy not to, because you lose nearly nothing of value to go musket master or pistolero), a level 13 pistolero has a 0% chance to misfire, which means he can use +4 double pistols, making up almost all of the damage difference between the two.

This is on top of the fighter's smaller pool of non-shooting-people tools.


Isn't greater reliable a +3 enhancement?

RPG Superstar 2010 Top 32

Abraham spalding wrote:
Isn't greater reliable a +3 enhancement?

Yes. Pistoleros use +4 double pistols at the same point that gun fighters (or anyone else) uses +1 greater reliable double pistols.


Fighters have access to items that can lower or prevent misfires. Besides, Grit is useful for stopping misfires but it is an extremely limited resource, even for a full gunslinger. If you run out of it, you lose a number of Deeds.

Besides, it's easy for a fighter to avoid misfires. Take the Quick Clear deed and he can fix the broken condition, just like a gunslinger. Suddenly he has a little problem with misfires as a normal gunslinger. Especially since Expert Loading only comes in when the gun already has the broken quality.

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