| Makeitstop |
Makeitstop wrote:On the other hand, the ambiguity in the hackbut description means that depending on your interpretation, there may be no reason not replace the musket in this build with a hackbut, for more damage, range and capacity with no real trade offs.Well, besides the size, problems with difficult terrain, effort required to move it (I assume it works like a Cart, which requires two people to move unless you're Large), and the vulnerability that cart entails, alongside the cost, sure.
Nowhere does it mention difficult terrain, any additional limitations on movement, or any other combat abilities. Those can be added in, but it is not part of the RAW.
The only explicit drawbacks are the full-round action to set up (which might be every time you move or just once), the additional cost and weight. The cost is small for the added benefits (especially if you make it yourself) and the weight is little more than a mild annoyance.
| Rerednaw |
I am GMing a Shattered Star campaign in which a gunslinger player has saved up for the double hackbut. In case you're not familiar with it, here is its description from Ultimate Combat:
Double hackbut 4,000 gp 2d10(s) 2d12(m) ×4 50 ft. 1–2 (5 ft.) 2 18 lbs. B and P [/b]
This double-length rifle uses a pair of trunnions to mount its barrel into a swiveling mechanism fastened to a lightweight, two-wheeled carriage.
...
I have allowed a player in my game to do these things, and I'm concerned about it overshadowing the other players in the party. Also, the Musket Master archetype allows a gunslinger to reload this baby as a FREE ACTION (assuming Rapid Reload and alchemical cartridges).Isn't this a problem for party balance? Or am I not interpreting the rules correctly?
Okay...so it's a mundane item that runs as much as a mid-level magic item, bulky as heck (try taking this puppy on the stairs) and oh...it's a cannon.
In combat situations, a single heavy strike would be considerable (Vital Strike?) But you're giving up that critical first round to set it up as well...
If the PC wants to lug a cannon around and lose that action every first turn of combat let him.
Oh and a double hackbut is not a musket. Not sure how the musket master rapid reload (muskets) ability applies here. Though the player could take a regular Rapid Reload feat.
In terms of action economy a musket master using a regular musket:
1-Fires on the first round
2-Fires on the second round
3-Fires on the third round
4-Fires on the fourth round
The DH player:
1-Spends his round setting it up.
2-Fires on the second round.
3-Reload with his standard on the third round.
4-Fires on the fourth round.
Granted the MM is making two attack rolls...but it doesn't seem that far off in terms of damage. The musket gets the damage adds every round, the DH every other round.
I dunno, does not seem beyond the pale. Is he planning on any rules exploits/interpretations that make this extreme?
The Beard
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I've actually played with someone using a double hackbut. We basically we just wheeled it around. Once he had the weapon set up, it was like watching lambs to the slaughter. The party was really just buying time until he began to annihilate everything. ... It was wonderful. Consequently, there are ways to reload the DH faster than a standard action. You can indeed just start blasting with it, though it's very tricky to do.