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The RAW info on guns in UC tells you everything you need to know IMO...cost and production time etc..personally, it keeps it High Fantasy Middle Ages...making firearms commonplace bumps it 'future forward' to High Fantasy Renaissance (not a bad thing)
additionally, is the post as player or a GM...coz as a player it's just an excuse to make money.. you're an adventurer, not a business man ;)

Azaelas Fayth |

It is as a GM.
The thing is the way I am thinking is making it to where Gunsmithing. I guess I really misnamed the Thread...
While this will be for a Campaign setting it is more of something I am planning for any time in this setting. Whether it is when they are emerging or whether they are everywhere.
I feel it is a rip off to other classes as anyone with Gunsmithing can now automatically succeed to make a weapon while everyone else must make a check for making theirs. I still will have Gunsmithing required to craft them. And the DCs will be adjusted based on the Availability of firearms.

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Good point about crafting tbh... basically you either create or fail there's no 'real world' anaolgy of something 'only lasting 5 minutes'
Without trawling through the gunslinger, firearms and gunsmithing skill, as i'm a bit out of touch with it even though i have played a 'sh**s & giggles' rogue/gunslinger landlocked pirate type pc, i think a critical failure in gunsmithing should make a firearm more prone to misfiring say up to 5 while a critical success creates a 'normal' superior weapon with less chance to misfire..or reduces creation
there must be another thread regarding this somewhere...LOL
TBH i think the crafting rules for firearms are put in place to regulate PC's in creating there own ammo, also I'd say that a ranger or ranged fighter specialising in archery should also have auto success in fletching and bowmaking etc...just to make it fair or create the feat it self - Fletching for arrows, Bowyer for..well....bows LOL
Firearms ARE expensive when they were first invented in the real world, they were more like a prestige items to own, just google 'Napoleans double barrel pistol' which i copied and pasted to make an item card (masterwork double barrel pistol) as one wasn't available at the time LOL
OR...use the automatic success gunsmithing skill/feat to regulate how many and the cost to make arrows/bolts...

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If you make Firearms commonplace it puts a 'Bangstick' in the hands of the 'armed forces' of each nation.. you wouldn't have a couple of lone maverick snipers etc on each side in a battle, you'd have field units of dragoons, pitoleros, snipers, mounted pistoleros...and that's without making them sorceror pistolero's :D
I think this will crop up every new player or GM we get on these boards tbh and even a few established players like me still rack their brains regarding this, until Paizo established firearms as a bona fide RAW character option most players and GM's dismissed firearms
BUT.. you cant say that pirates with just swords and crossbows are cool really, the bangstick brings in the Errol Flynn/Johnny Depp aspect which to some people is just COOL!!!

Azaelas Fayth |

I have no problem with the Armed Forces in fact that is a major reason for them being Commonplace as my world is mostly a hybridization of Renaissance Europe & Colonial America.
What do you mean by Crop them up?
Guns were expensive and took time to craft. Yet in Pathfinder I can make a Pistol in A SINGLE DAY while historically the same type of pistol would take around a week of work to craft. Mass Production decreased that time to around 3 Days.
If you use the Crafting rules and increase the special Firearm Restrictions it makes it a bit more reasonable. I would probably allow them to base the progress on the GP value instead of the SP value though.
And Pirates didn't really exist until after firearms came around. At least not how people think of them in Modern Times. There were Privateers, Pirate-Style Sailors who worked for a nations Naval forces, but they normally focused on Melee with a Cutlass since contemporary ranged weapons were less than worthless in tight spaces.