| Migobrain |
Hi, my first post in the forum i a wanted to ask for your help in a little thing.
in some time i will run a fairly modern setting for pathfinder, very steampunkish and western, i wanted to weapons like revolvers and rifles to be common, the campaign is planned to be fairly letal, so guns will be a commonplace but the way that the Gunslinger is build tends to work around the "suckiness" of the misfire mechanic. Quick Clear and the mechanics of the core Gunslinger really dont fit in the setting, so i come to ask for your help. what mechanics will you recommend to replace this mechanics?.
thanks for any help
| Migobrain |
believe me, i have tons of system i prefer than Pathfinder, not to say D20 for a modern campaign, GURPS or Savage Worlds come to my mind, but i will DM for a fairly noobish people that just know this system, so i dont want to start AGAIN to explain the system to 6 peoples, and i really want to add the gunslinger because i kind of like the class, so any feedback will be good. still, in this very moment i´m reading D20 modern to fin something akin to any mechanic like that, so i´m not far of your sugestion.
thanks anyway
| posternutbag |
One possibility would be to simply remove the misfire mechanic from advanced firearms. You could rule that rifles, shotguns, and revolvers don't misfire, but keep the misfire mechanic for early firearms. Of course IRL all guns can hangfire or misfire, but Pathfinder doesn't deal with broken bowstrings or other major weapon failures, so I think you would be well within your rights to rule advanced firearms don't misfire.
Other than that, use the "Commonplace Guns" setting from UC for pricing and modifications to the Gunslinger Class. Gun Training at first level rocks.
You might also want to consider adding double rifles and repeating rifles to your campaign. Double guns were extremely popular during the last couple of decades of the 19th century, (In Victorian England, double barreled shotguns were very popular for fowling/wingshooting and large caliber double rifles were popular for big game hunting.) The Winchester repeating rifle was also extremely popular.
| Migobrain |
One possibility would be to simply remove the misfire mechanic from advanced firearms. You could rule that rifles, shotguns, and revolvers don't misfire, but keep the misfire mechanic for early firearms. Of course IRL all guns can hangfire or misfire, but Pathfinder doesn't deal with broken bowstrings or other major weapon failures, so I think you would be well within your rights to rule advanced firearms don't misfire.
Other than that, use the "Commonplace Guns" setting from UC for pricing and modifications to the Gunslinger Class. Gun Training at first level rocks.
You might also want to consider adding double rifles and repeating rifles to your campaign. Double guns were extremely popular during the last couple of decades of the 19th century, (In Victorian England, double barreled shotguns were very popular for fowling/wingshooting and large caliber double rifles were popular for big game hunting.) The Winchester repeating rifle was also extremely popular.
yeah, i have tought about that, but what to put in place of that in the gunslinger class? because of nothing works having anti-misfire rules in the class, maybe adding thins like scopes and silencers, and where anti-misfire mechanics are giving things like speed of changing them or things like that, toughs?
| posternutbag |
I am sorry, I wrote "Common Guns," when what I meant was "Guns Everywhere." In a world where guns are everywhere, Gunslingers would lose Gunsmith, but pick up Gun Training at 1st level, which is huge. You don't need to keep Quick Clear at all, unless there is still a reasonable chance a Gunslinger would use early firearms from time to time. As an aside, in the UC archetypes (page 50-51)Mysterious Stranger gets Focused Aim in place of Quick Clear.
IMO, Gunslingers in a "Guns Everywhere" campaign become extremely powerful, probably high second tier. A GM fiat removing misfires makes the Gunslinger more powerful, in effect the loss of the feat is of no consequence, because the ruling becomes and superceeds the deed.
In other words, if I made a ruling to the player's benefit that obviates the need for a feature, I do not feel that I must replace that feature with anything.
LazarX
|
LazarX wrote:I'll be honest, I don't think D20 Modern was right for anything, especially since the classes were boring.Do yourself a very big favor.
Use the right system for the job and look up D20 Modern. It's open source and there's at least one SRD site for it.
I think you might be judging things unfairly. Playing a Modern game is not like playing fantasy. It's not a world with fantasy archetypes such as sword swinging barbarians and spell chanting wizards and pointy eared elves.
D20 Modern is about... well normal present day people in extraordinary situations. In that sense the game isn't so much about the classes, rather than the characters. If magic is in play in d20 modern, it's a more of a subtler addition, not trying to make Manhattan into Absalom, or Waterdeep.
A lot of it also really depends on what you want to play in the fine details. Are you playing cops and robbers, spies and assassins, or are you doing a horror campaign where things go bump in the night?
| Blue Star |
Blue Star wrote:LazarX wrote:I'll be honest, I don't think D20 Modern was right for anything, especially since the classes were boring.Do yourself a very big favor.
Use the right system for the job and look up D20 Modern. It's open source and there's at least one SRD site for it.
I think you might be judging things unfairly. Playing a Modern game is not like playing fantasy. It's not a world with fantasy archetypes such as sword swinging barbarians and spell chanting wizards and pointy eared elves.
D20 Modern is about... well normal present day people in extraordinary situations. In that sense the game isn't so much about the classes, rather than the characters. If magic is in play in d20 modern, it's a more of a subtler addition, not trying to make Manhattan into Absalom, or Waterdeep.
A lot of it also really depends on what you want to play in the fine details. Are you playing cops and robbers, spies and assassins, or are you doing a horror campaign where things go bump in the night?
Judging it unfairly? The classes are boring, if they had made the classes actually get some useful abilities, or even some interesting abilities, then maybe I'd be nicer to it, but they built the entire thing around feats, and didn't even make them as interesting as even Mutants and Masterminds feats can be.
| posternutbag |
I wouldn't say D20 modern is boring, OK, actually, I would. My big complaint is it is generic. It reminds me of Palladium RPGs "Beyond the Supernatural" where there were literally rules for rolling up a babysitter.
The big thing about D20 Modern is the guns do about twice as much base damage as in Pathfinder (yet crossbows and bows still do 1d10 and 1d8). This may or may not be a good thing, but it will lead to a slightly more lethal campaign.
LazarX
|
I am sorry, I wrote "Common Guns," when what I meant was "Guns Everywhere." In a world where guns are everywhere, Gunslingers would lose Gunsmith, but pick up Gun Training at 1st level, which is huge. You don't need to keep Quick Clear at all, unless there is still a reasonable chance a Gunslinger would use early firearms from time to time. As an aside, in the UC archetypes (page 50-51)Mysterious Stranger gets Focused Aim in place of Quick Clear.
IMO, Gunslingers in a "Guns Everywhere" campaign become extremely powerful, probably high second tier. A GM fiat removing misfires makes the Gunslinger more powerful, in effect the loss of the feat is of no consequence, because the ruling becomes and superceeds the deed.
In other words, if I made a ruling to the player's benefit that obviates the need for a feature, I do not feel that I must replace that feature with anything.
In a modern campaign you literally wouldn't need a Gunslinger class because EVERYONE uses guns.
| Blue Star |
posternutbag wrote:In a modern campaign you literally wouldn't need a Gunslinger class because EVERYONE uses guns.I am sorry, I wrote "Common Guns," when what I meant was "Guns Everywhere." In a world where guns are everywhere, Gunslingers would lose Gunsmith, but pick up Gun Training at 1st level, which is huge. You don't need to keep Quick Clear at all, unless there is still a reasonable chance a Gunslinger would use early firearms from time to time. As an aside, in the UC archetypes (page 50-51)Mysterious Stranger gets Focused Aim in place of Quick Clear.
IMO, Gunslingers in a "Guns Everywhere" campaign become extremely powerful, probably high second tier. A GM fiat removing misfires makes the Gunslinger more powerful, in effect the loss of the feat is of no consequence, because the ruling becomes and superceeds the deed.
In other words, if I made a ruling to the player's benefit that obviates the need for a feature, I do not feel that I must replace that feature with anything.
I wouldn't give everyone proficiency with firearms though, sure, you average American has guns, and is trained with them, but most countries do not have so many guns.