Saving Dragons from the Gunslinger


Homebrew and House Rules

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kyrt-ryder wrote:
pennywit wrote:
In Golarion, firearms aren't just firearms. They're also symbols of technology moving forward and the ability of the masses (as opposed to elite wizards and sorcerers) to control the world around them. Along with firearms come printing presses, printing presses, fiat currency, and steam engines. Progress marches on, right?
You're joking, right?

Kyrt, it's a literary metaphor. Don't read too much into it.


thought I'd throw the change to weapon cords into the mix since people seem to have missed it

Scarab Sages

cnetarian wrote:
thought I'd throw the change to weapon cords into the mix since people seem to have missed it

Just means the Gunslinger has to wait until he can afford a Glove of Storing before he needs to stop carrying "burner" pistols. The solution isn't to nerf every item that interacts with firearms, the player will find other options. The trick is to find an option that consistently balances firearms to the general expectations of a world where swinging a sword should be just as viable an option as shooting someone in the face.

The Penetration Rating idea I talked about on the previous page is one good way to do that, and access to spells and items that counteract firearm mechanics is another. The class shouldn't have balanced to negatives in the first place, they're too easy to work around. Balancing the core firearm system and removing all the obnoxious bits that nearly incapacitate some builds and aren't even a concern for others is going to create a much better gaming environment for groups that want to include Gunslingers.

Scarab Sages

Add a gunslinger, sorcerer or mage dragon rider to the dragon's minions. You can also make the Dragon a caster as well.

Plus shield buff, blur, invisibility, displacement, fog cloud, web (20' web conceals), curse, mirror image, fickle winds, stoneskin, grease, shatter, disintegrate, Burning Disarm, Amulet of Bullet protection.

Add swarms or lots of henchmen or just Dominate Person and then party beware.


Give the dragon a modified version of this as construct armor.

Use the dragon's BAB, and replace bullets with rockets.


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Ipslore the Red wrote:

Give the dragon a modified version of this as construct armor.

Use the dragon's BAB, and replace bullets with rockets.

that's questionable as legal cause there are no build rules for the annihilator, now a dragon wearing clockwork dragon armor is a whole different (not too mention terrifying with the rust breath) story.

edit:annnnnd I know have a new bbeg enemy idea.


Ssalarn wrote:


The Penetration Rating idea I talked about on the previous page is one good way to do that, and access to spells and items that counteract firearm mechanics is another. The class shouldn't have balanced to negatives in the first place, they're too easy to work around. Balancing the core firearm system and removing all the obnoxious bits that nearly incapacitate some builds and aren't even a concern for others is going to create a much better gaming environment for groups that want to include Gunslingers.

This. We're drifting off topic here, but I couldn't agree more. As I have stated before, I *like* the concept of the gunslinger and a lot of the abilities, but the execution is needlessly complex and the negatives that seem to have been introduced to "balance" the class are too easy for clever players (or even just players who are capable of doing a web search) to find ways around.


have the dragon turn into a helpless damsel, get rescued , knock boots with the gunslinger and leave with his guns.


A player wants to play a half dragon and/or gunslinger. Offer him this backstory...
Your mother is a red dragon who lost her father to a gunslinger. She raised you and your siblings as guards to Dragon Valley. You ran away from home, while your brother did not.
You see a combat problem, while I see a story opportunity.


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I still think that any creature that has Spell Resistance, would now also have Bullet Resistance.

1d20 + character level, to overcome a creature bullet Resistance (spell resistance).

If you overcome it, then the attack is treated as a Touch attack. If you do not overcome it, then the attack is treated as a Normal attack vs the Dragon normaly high AC.

............................

Advantage, most Dinosaurs and other non-magical creature can be hit by guns touch attack (and low level player also).

Most magical creature, otherworldly creature, and high level player who can give themselves some form of spell resistance, can now have an extra save vs bullets touch attack.

.............................

Spell resistance is already listed in the monster entries, no extra paper work required.

PS; before you say this is unfair to guns, just remember that a magic user is already required to pass: Concentration check to cast a spell, a spell resistance check to see if the spell works, and a Saving throw check for dismissed results or nullified effect.

One extra roll to determine weather the guns attack is Touch vs Normal, is not out of line i believe.


Gilarius wrote:

And one extra note about dragons being 'colour-coded for your convenience'.

Disguise skill. Alter self (transmutation) or various illusions. Roll in lots of mud.

Quest: Kill the marauding dragon
Players: What colour is it?

Brown. Black with splashes of green. Stripy. Or do a full fake colour trick: eg Blue dragon disguised as a red, casting fireball spells instead of using its breath weapon.

Players: hmm, how many Protection from Energy spells do we need this time?

And if it's a surprise attack, how many rounds to work out why their protection vs fire spell isn't working against the red dragon's electrical breath weapon...

Albino Red says boo.


Reintroduce the Protection from Normal Missiles spell from D&D and rule that all dragons are born knowing it.

Scarab Sages

Werebat wrote:
Ssalarn wrote:


The Penetration Rating idea I talked about on the previous page is one good way to do that, and access to spells and items that counteract firearm mechanics is another. The class shouldn't have balanced to negatives in the first place, they're too easy to work around. Balancing the core firearm system and removing all the obnoxious bits that nearly incapacitate some builds and aren't even a concern for others is going to create a much better gaming environment for groups that want to include Gunslingers.

This. We're drifting off topic here, but I couldn't agree more. As I have stated before, I *like* the concept of the gunslinger and a lot of the abilities, but the execution is needlessly complex and the negatives that seem to have been introduced to "balance" the class are too easy for clever players (or even just players who are capable of doing a web search) to find ways around.

Thank you!

And I agree. I also really like the Gunslinger, and I really like fantasy that has a good splash of early firearms (kind of like Chris Evans' Iron Elves series). But it was really obnoxious to try and GM for Gunslingers and firearm users under the core rules because everyone's experiences were so radically different. I'd have one player who was barely functional and another who was spending combat rounds pausing to dig through his pack because he was out-performing the other players by such a wide margin. There'd be dwarves who took their favored class bonus to negate their misfire chances, Spellslingers who were crafting all the little wondrous items to reload and clear their weapons for them, and then Juan the human Gunslinger who managed to blow his pistol up every combat... It just gets stupid.
I'd much rather go with the idea that each firearm has a Penetration Rating allowing it to bypass a certain amount of AC from armor, shields, and/or natural armor and toss out misfires all together. Then I just roll the deeds from Musket Master and Pistolero, the two archetypes that seem to always get chosen, as options for the core class and drop those as separate archetypes as well. I think their options to just have Gun Training with all firearms of a particular handedness is just too much better than the core class, but the deeds are solid and they help compensate for the fact that several of the Gunslinger's core deeds revolve around overcoming the misfires that we want to get rid of. And then that's it. Running with those changes in place typically makes the Gunslinger very solid, but not insanely better at killing creatures who rely on heavy armor or natural armor for AC, and they have to be a little more judicious with the negatives they take; the dual-wielding, rapid shotting, double-barreled pistolero balances himself out with all those penalties when he's only ignoring 7 points of AC instead of 40.

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