What's wrong with firearms?


Pathfinder First Edition General Discussion

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@Noireve
Why can't you use TWF if you use a glove of storing?

Also you can get haste from boots of speed and if the DM limits the number of free actions then archer is more hurt than the gunslinger because the archer uses 2 or three free actions each time he wants to fire another arrow.


Except that drawing and shooting an arrow is much smoother and simpler than say, drawing out a cartage, turning up your pistol, shoving is down into the pistol, then re-aiming...

As for the TWF with a glove of storing, I mean that you can't just go

"Ok I shoot, reload, call my other gun, store my first gun, shoot, reload, store the second gun, call the first gun, then repeat"


Noireve wrote:

Except that drawing and shooting an arrow is much smoother and simpler than say, drawing out a cartage, turning up your pistol, shoving is down into the pistol, then re-aiming...

As for the TWF with a glove of storing, I mean that you can't just go

"Ok I shoot, reload, call my other gun, store my first gun, shoot, reload, store the second gun, call the first gun, then repeat"

Remember when I said turning the barrel of a pepperbox weapon while not having any free hands is the least absurd thing about this? I do admit I was wrong in even bringing it up, though I did get the number of attacks right.

The standard reload method being discussed is, well, even more absurd. I can see a reason for it, though... In a world with magic, reloading a weapon like that in that little time is probably standard.

But as you highlighted, the two weapon fighting method is even more absurd and not even rules possible.


Noireve wrote:

Except that drawing and shooting an arrow is much smoother and simpler than say, drawing out a cartage, turning up your pistol, shoving is down into the pistol, then re-aiming...

Smoother? I take it that you mean it makes more sense or doesn't appear to take so much time as reloading firearms?

If yes then:
Might be true but the rules are as they are, if you limit the number of free actions then you are going to have to house rule how you shoot arrows if you want it to not be affecting by the limitation, because shooting an extra arrow takes 2 or 3 free actions.
Noireve wrote:


As for the TWF with a glove of storing, I mean that you can't just go

"Ok I shoot, reload, call my other gun, store my first gun, shoot, reload, store the second gun, call the first gun, then repeat"

Again, why?

EDIT: I didn't read correctly the second part of your post, the way you wrote it isn't how you twf with a glove of storing.


Khrysaor wrote:
Where?

Where I pointed out other ways for classes besides gunslingers to add damage to guns.

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I can play this game too. A monk is even better. So is a rogue, or any other class that focuses on dexterity.

Lets go with the best example for your case, a monk.

They're going to have +4 from mage armor or bracers. Even +4 to hit for a weapon is huge.

Quote:
Add in a few other items, or just UMD and a wand of entropic shield, windwall, cloak of winds, any other spell that cripples ranged attacks.

And while you were buffing the party has already killed the bad guy.

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Don't let them full attack. Get close so they provoke while reloading.

5 foot and shoot. Or just stand there. If you don't have combat reflexes they're a d10 hd class and aren't so mad that they dump con.

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The options are as endless as you are creative.

Show, don't tell. You want to tell me I'm doing it wrong? DO better.

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Or the 10th level wizard hits him with a baleful polymorph.

Good fort save.

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Let me give you the argument to make. Guns are the equivalent of a +5 weapon. +1 with the brilliant weapon(+4) enchantment. Except even better because you CAN harm undead, constructs, and objects while ignoring a targets natural armor.

I already showed the +19 to hit.

Your level of condensation might be barely tolerable with a higher level of argument behind it. As it is, its not.


BigNorseWolf wrote:
Khrysaor wrote:
Where?

Where I pointed out other ways for classes besides gunslingers to add damage to guns.

Quote:
I can play this game too. A monk is even better. So is a rogue, or any other class that focuses on dexterity.

Lets go with the best example for your case, a monk.

They're going to have +4 from mage armor or bracers. Even +4 to hit for a weapon is huge.

Quote:
Add in a few other items, or just UMD and a wand of entropic shield, windwall, cloak of winds, any other spell that cripples ranged attacks.

And while you were buffing the party has already killed the bad guy.

Quote:
Don't let them full attack. Get close so they provoke while reloading.

5 foot and shoot. Or just stand there. If you don't have combat reflexes they're a d10 hd class and aren't so mad that they dump con.

Quote:
The options are as endless as you are creative.

Show, don't tell. You want to tell me I'm doing it wrong? DO better.

Quote:
Or the 10th level wizard hits him with a baleful polymorph.

Good fort save.

Quote:

Let me give you the argument to make. Guns are the equivalent of a +5 weapon. +1 with the brilliant weapon(+4) enchantment. Except even better because you CAN harm undead, constructs, and objects while ignoring a targets natural armor.

I already showed the +19 to hit.

Your level of condensation might be barely tolerable with a higher level of argument behind it. As it is, its not.

You don't have a clue what you're talking about at this point. Go back and read the thread to find the context of what anyone was even talking about.

For the last time this isn't a thread about the gunslinger class. It's a thread about firearms.


leo1925 wrote:
Noireve wrote:


As for the TWF with a glove of storing, I mean that you can't just go

"Ok I shoot, reload, call my other gun, store my first gun, shoot, reload, store the second gun, call the first gun, then repeat"

Again, why?

EDIT: I didn't read correctly the second part of your post, the way you wrote it isn't how you twf with a glove of storing.

I'm not her, but I can answer.

Firearms require a free hand to reload them. The double-barrel pistols only hold one shot per barrel; both pistols would have to be reloaded after every shot if you fired both barrels on both pistols every round.


MagusJanus wrote:

I have a question for those who have actually played with gunslingers and are posting on this thread about the problems...

If guns were changed to target normal AC instead of touch AC, making them effectively like every other weapon in the game, would their power level become balanced enough to use?

I apologize if this has been addressed earlier; it probably has, but I don't remember it coming up in the discussion. If it has, please direct me there.

The power level is more or less balanced enough to use as they are right now (assuming you're not talking about advanced firearms), but as others in the thread have said, if you get rid of targeting touch AC you should wildly improve them in other ways. Dropping the ability to target touch AC from up close makes guns bad crossbows, and crossbows are already really bad.

Honestly, if you're worried about what effect gunslingers will have on your game, just allow them with the explicit proviso that you're a little bit nervous about them and you know that they have an uneven reputation, so you're reserving the right to reevalute. (And don't use the advanced firearms - those explicitly represent the level of technology where firearms largely do replace conventional weapons.) Most of extreme cases mentioned in this thread involve doing things like juggling a pair of guns around between both of your hands and your prehensile tail many times every round, and without niche craziness like that, gunslingers (which already can't do much besides damage) are even more completely in-band. That gunslingers with a highly specific setup are capable of making a very large number of attacks every round is not strong evidence that firearms or gunslingers are problematic for general use, even when generally optimized otherwise.


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Firearms are badwrongfun because martials can't have nice things. A martial, capable of scaling well into the lategame? Outshines a sub-par sword and board fighter? *Gasp* can't have that!

Would be nice to see some DPS calculations though. I don't remember from the DPS wars thread any gunslingers or fighters-with-guns being touted as far superior. Would be good to see how they measure up, all things considered. One can banter back and forth forever, but until builds are produced, It is all conjecture.


MagusJanus wrote:
If guns were changed to target normal AC instead of touch AC, making them effectively like every other weapon in the game, would their power level become balanced enough to use?

Good question.

I wouldn't call guns targeting touch AC 'overpowered' necessarily, I think that its power level is wacky, sometimes it's too good, sometimes it's not good enough.

Removing the touch AC rule would even out the variations somewhat, but I worry that it would then leave guns too weak. I would want to replace it with some other sort of bonus that is less likely to disrupt the game math or make guns cheaper and easier to use.


Gilarius wrote:

I will assume a dex of 18 for both. You can get higher but that applies to both characters. I am also ignoring magic weapons and point blank shot for the same reason.

At 5th level you get:

BAB of 5 + dex bonus of 4 = to hit of 9. Rapid shot allows a 2nd attack, both at +7. Deadly Aim drops accuracy again for a damage boost, yielding 2 attacks each at +5.

So the archer gets +5, +5 doing 1d8+4 with each shot. And a decent chance of missing.
The gunslinger also has +5, +5 but doing 1d12+8 with each shot and with a decent chance of hitting with both

First, you're not adding the strength bonus on the bow, and it's disingenuous to ignore magic weapons when a base pistol's the price of a +1 magic weapon. Even back at level 5 you're easily looking at a +3 or +4 to damage from strength alone if the player went in there knowing he'd be using a bow for combat.

Second, the gunslinger had to spend a feat on rapid reload, and unless he's got alchemical cartridges, he can't actually make use of rapid shot just yet. If we're using alchemical cartridges for the gun there's no reason the archer can't be throwing in flaming arrows or the like either. Later on the archer may hit on a 2-3 with his bow in the first few shots, but a gunslinger will still foul up his gun on those numbers from a misfire.

Thirdly, if you redo these for SIXTH level, the archer's now using manyshot, and will be, assuming no other changes whatsoever, firing three times at highest BAB before firing his iterative shot.


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Loading a Firearm:
You need at least one hand free to load one-handed and two-handed firearms. In the case of two-handed firearms, you hold the weapon in one hand and load it with the other—you only need to hold it in two hands to aim and shoot the firearm. Loading siege firearms requires both hands, and one hand usually manipulates a large ramrod (which can be wielded as a club in combat). The Rapid Reload feat reduces the time required to load one-handed and two-handed firearms, but this feat does not reduce the time it takes to load siege firearms.

Loading any firearm provokes attacks of opportunity. Other rules for loading a firearm depend on whether the firearm is an early firearm or an advanced firearm.

Early Firearms:
Early firearms are muzzle-loaded, requiring bullets or pellets and black powder to be rammed down the muzzle. If an early firearm has multiple barrels, each barrel must be loaded separately. It is a standard action to load each barrel of a one-handed early firearm and a full-round action to load each barrel of a two-handed early firearm. It takes three full-round actions by one person to load a siege firearm. This can be reduced to two full-round actions if more than one person is loading the cannon.

Ammunition:
Alchemical cartridges make loading a firearm easier, reducing the time to load a firearm by one step (a full-round action becomes a standard action, a standard action becomes a move action, and a move action becomes a free action), but they tend to be unstable. The misfire value of a weapon firing an alchemical cartridge increases as listed in each entry.

Rapid Reload:
Benefit: The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity.

Free Actions:
Free actions don't take any time at all, though there may be limits to the number of free actions you can perform in a turn. Free actions rarely incur attacks of opportunity. Some common free actions are described below.

Touch AC, range, and firearms:
Early Firearms: When firing an early firearm, the attack resolves against the target’s touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full range increment. Unlike other projectile weapons, early firearms have a maximum range of five range increments.

Misfires:
If the natural result of your attack roll falls within a firearm’s misfire value, that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition. While it has the broken condition, it suffers the normal disadvantages that broken weapons do, and its misfire value increases by 4 unless the wielder has gun training in the particular type of firearm (see Gunslinger). In that case, the misfire value increases by 2 instead of 4.

Early Firearms: If an early firearm with the broken condition misfires again, it explodes. When a nonmagical firearm explodes, the weapon is destroyed. Magical firearms are wrecked, which means they can’t fire until they are fully restored (which requires either the make whole spell or the Gunsmithing feat). When a gun explodes, pick one corner of your square—the explosion creates a burst from that point of origin. Each firearm has a burst size noted in parentheses after its misfire value. Any creature within this burst (including the firearm’s wielder) takes damage as if it had been hit by the weapon—a DC 12 Reflex save halves this damage.

Broken weapons:
The broken condition has the following effects, depending upon the item.

If the item is a weapon, any attacks made with the item suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit.

Restoring broken firearms:
Gunslingers can take the deed Quick Clear to fix a broken gun due to a misfire with a standard action.

For those without the deed you require the Gunsmithing feat.

Restoring a broken Firearm Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.

Summary:
Reloading a 2-handed fire arm never gets faster than a move action. This is a single move action PER barrel. One handed firearms get down to a free action per barrel, but you can only reload if you have a free hand. So a TWF gun wielder doesn't work with early firearms beyond the first volley. Full BAB + haste + rapid shot gets 6 shots at level 16. 3/4 BAB + haste + rapid shot gets 5 shots at level 15.

You're still required to burn a feat on rapid reload to make this work much like a crossbow user.

Free actions take no time but can be limited by your GM if you're using too many. Using enough to get a full attack is within reason and keeps your number of attacks on par with every other class.

One handed early firearms have a maximum range of 50-100 feet. Beyond that they are an auto miss. They suffer the normal -2 to hit per increment so at the max range of a one handed firearm you suffer a -8 to hit and target normal AC. These are all close range weapons which puts the user in proximity for AoOs. As you increase in level touch AC on monsters generally drops as their size increases. This also increases their reach so that a close range ranged attacker WILL provoke when attempting to strike at touch AC.

Two handed early firearms have a maximum range of 50-200 feet and suffer all the same penalties as one handed firearms for AoOs but remain a move action to reload at best. Safety with range costs you attacks per round.

Misfires cause the broken condition and increase the misfire chance by 4 unless you're a gunslinger with gun training. This is a 20% increase that your weapon will explode and be destroyed on use. Most early firearms have a misfire chance of 1-2. Using alchemical cartridges increases this by another 1-2 while potentially reducing your damage. Suddenly your weapon could have a misfire chance of 6-8 on a d20. That's a 30-40% chance that your gun will explode. Not using cartridges due to fear of a second misfire reduces your reload time to a move action and your attacks per round.

Restoring a broken fire arm isn't hard for a gunslinger with the deed Quick Clear and has a single round of combat spoiled by the attempt. Any other class has no means beyond the hour of time to fix the gun which makes this non-feasible if your weapon breaks in combat.


leo1925 wrote:

@Noireve

Why can't you use TWF if you use a glove of storing?

Also you can get haste from boots of speed and if the DM limits the number of free actions then archer is more hurt than the gunslinger because the archer uses 2 or three free actions each time he wants to fire another arrow.

The point is you shouldn't be limited to get a full attack.

Gun fighter actions per round with a single gun(assume 5 shots):

Shoot > free action reload > shoot > free action reload > shoot > free action reload > shoot > free action reload >shoot >free action reload
(same as an archer with 5 shots per round)

Gun fighter actions per round with two guns and the glove(assume 5 shots per gun):

shoot/shoot > free action glove > free action reload > free action glove > free action switch hands with weapons > free action glove > free action reload > free action glove > shoot/shoot > free action glove > free action reload > free action glove > free action switch hands with weapons > free action glove > free action reload > free action glove > shoot/shoot > free action glove > free action reload > free action glove > free action switch hands with weapons > free action glove > free action reload > free action glove > shoot/shoot > free action glove > free action reload > free action glove > free action switch hands with weapons > free action glove > free action reload > free action glove > shoot/shoot > free action glove > free action reload > free action glove > free action switch hands with weapons > free action glove > free action reload > free action glove

Uses up a few more actions to make the build work and gets ridiculous.


you missed the musket master archetype which has a (the only) way to effectively use a two-handed firearm:

  • Fast Musket (Ex): At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm. This deed replaces the utility shot deed.


cnetarian wrote:
you missed the musket master archetype which has a (the only) way to effectively use a two-handed firearm:
  • Fast Musket (Ex): At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm. This deed replaces the utility shot deed.

Thanks. There's also the lightning reload deed at level 11 gunslinger which also avoids AoOs for reloading. Couple that with rapid reload or alchemical cartridges to make it a free action as well as long as you have a grit point, but I was trying to give information more for gun mechanics in general than for the gunslinger.

Project Manager

Please keep it civil, folks.


I think we'd be better served by more damage and a multi-round reload time. Then there'd be no bypassing it except by owning a couple dozen pistols, which is going to seriously cut into your enhancement budget.


I thought this was more about guns, and their use by all classes, not just Gunslingers?

I'd love to play a fighter that has a (double barrelled?)musket that he only pulls out when the chips are down or something similar. With all the feats a Fighter gets, it could be doable.

Early Firearms cost a freaking fortune. If you're not a Gunslinger, it'll take a while before you can even afford one.


Atarlost wrote:
I think we'd be better served by more damage and a multi-round reload time. Then there'd be no bypassing it except by owning a couple dozen pistols, which is going to seriously cut into your enhancement budget.

so what you are saying is to nerf them down to un-useability? nice..... very nice there... as if the cost of simply SHOOTING one isnt bad enough...


It seems like part of the problem with firearms in both mechanics and flavor is that they just don't fit well into the abstractions of a d20 world.

In a non-battle setting early firearms were terrible in pretty much every way - horribly inaccurate at any real range, slow to reload, clumsy, unreliable.... BUT at very close range, you could blow a large hole in someone pretty reliably, once. That one thing made expensive pistols incredibly useful, but how do you translate that into d20? As an expensive one-use weapon that probably insta-kills something inside 10 feet, but has a 20% / 40% / 75% / etc chance per 10 feet of distance to inherently miss? There's a reason nobody fought exclusively or even primarily with bullets for a long, long time. Trying to shoehorn a 'gunslinger' into anything but a 'gun age' seems pretty bound to fail, unless you just say 'oh well' and treat it like a common range weapon.


Noireve wrote:
Atarlost wrote:
I think we'd be better served by more damage and a multi-round reload time. Then there'd be no bypassing it except by owning a couple dozen pistols, which is going to seriously cut into your enhancement budget.
so what you are saying is to nerf them down to un-useability? nice..... very nice there... as if the cost of simply SHOOTING one isnt bad enough...

A wizard can't re-prepare a spell as a free action and nobody complains. At least a pistol can be reloaded between fights rather than requiring 8 hours of rest.


Post builds that prove your stance. I want to see classes other than gunslinger making guns seem broken. No dipping gunslinger as that's still the gunslinger class giving the bonuses you're claiming break everything.

Quantitative datum not biased unfounded opinion.


Okay I think i will start a new thread to post the firearm rules for my setting. Here it would just be drowned in the discussion.


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Atarlost wrote:
I think we'd be better served by more damage and a multi-round reload time. Then there'd be no bypassing it except by owning a couple dozen pistols, which is going to seriously cut into your enhancement budget.

Let's apply the same principle to spells as well. Level 3-5 spells take two rounds to cast, and 6-9 take three. I mean if big effect once every few rounds is acceptable.

Nobody is served by an unsatisfying system. Do you think a player of a greatsword wielding barbarian would accept rolling against touch AC if it meant he could only attack every third round? I doubt it.


Threeshades wrote:
Okay I think i will start a new thread to post the firearm rules for my setting. Here it would just be drowned in the discussion.

Make sure to post in home brew. This section is for general comments and discussions about the pathfinder system.


Kimera757 wrote:


Guns are complex and have "brand names". Swords are simple, unfamiliar and have no brand name beyond "Damascus Steel" (which in Pathfinder just means "masterwork"). Because swords are unfamiliar, no one complains that sword rules aren't realistic. They're not intended to be. They're supposed to be balanced and/or cinematic (preferably both).

This is perhaps the most valid assessment I have ever seen. Bravo, I wholeheartedly agree!


Khrysaor wrote:
Threeshades wrote:
Okay I think i will start a new thread to post the firearm rules for my setting. Here it would just be drowned in the discussion.
Make sure to post in home brew. This section is for general comments and discussions about the pathfinder system.

Don't worry, I was going to.


Jamie Charlan wrote:
Gilarius wrote:

I will assume a dex of 18 for both. You can get higher but that applies to both characters. I am also ignoring magic weapons and point blank shot for the same reason.

At 5th level you get:

BAB of 5 + dex bonus of 4 = to hit of 9. Rapid shot allows a 2nd attack, both at +7. Deadly Aim drops accuracy again for a damage boost, yielding 2 attacks each at +5.

So the archer gets +5, +5 doing 1d8+4 with each shot. And a decent chance of missing.
The gunslinger also has +5, +5 but doing 1d12+8 with each shot and with a decent chance of hitting with both

First, you're not adding the strength bonus on the bow, and it's disingenuous to ignore magic weapons when a base pistol's the price of a +1 magic weapon. Even back at level 5 you're easily looking at a +3 or +4 to damage from strength alone if the player went in there knowing he'd be using a bow for combat.

Is it really disingenuous of me? When you seem to be awarding the archer a strength stat of 16-18 (18 to get the same damage addition as the gunslinger) along with a bow which allows that strength bonus to be useful (cost 500gp; the double musket costs 2500gp. But you can add that extra +1 to hit and damage for a +1 bow, if you wish - it's still less than the +8 with a bigger dice and better actual chance of hitting).

How many high stats does the archer need vs the gunslinger? Two 18s are a lot harder to get than one; increasing more than one stat by magical means or level-ups is not easy either.

Jamie Charlan wrote:
Second, the gunslinger had to spend a feat on rapid reload, and unless he's got alchemical cartridges, he can't actually make use of rapid shot just yet. If we're using alchemical cartridges for the gun there's no reason the archer can't be throwing in flaming arrows or the like either. Later on the archer may hit on a 2-3 with his bow in the first few shots, but a gunslinger will still foul up his gun on those numbers from a misfire.

Feel free to use flaming arrows, if you wish. Can your archer make them himself? The gunslinger can automatically make alchemical cartridges without even a crafting check. For the feat 'cost' see next remark.

Jamie Charlan wrote:
Thirdly, if you redo these for SIXTH level, the archer's now using manyshot, and will be, assuming no other changes whatsoever, firing three times at highest BAB before firing his iterative shot.

So now the archer has caught up with the rapid reload feat the gunslinger has - which musket master gets for free at 1st level, and the pistol user doesn't need. Meanwhile, the gunslinger also gets his iterative attack and can fire 6 shots (3 shots, doubled) each with a lower to hit, yet higher chance of actually hitting than the archer along with higher damage for each one. Even a +0 attack has a decent chance of hitting touch AC for most enemies, compared with an archer trying to hit full AC.

Rather than complaining about my simple comparison, try statting up your 6th level archer vs a 6th level gunslinger, or any level after the gunslinger gets to add his dex bonus to damage. My point still stands: the gunslinger will do a lot more damage, due to being able to take a bigger penalty to his attack to boost his damage AND being able to add more damage per shot more easily. Take away double-barrelled guns and they get significantly weaker.

The areas where gunslingers are much weaker than archers have already been mentioned by others: misfires (which can be removed entirely eventually, but are significant earlier on); they tend to have lower ACs; they need to be closer to the enemy (again, this can be improved by using a magical gun 'of distance'); and versatility in combat - if they have no gun/ammo, they are pretty poor even if someone lends them a longbow.


Scythia wrote:
Atarlost wrote:
I think we'd be better served by more damage and a multi-round reload time. Then there'd be no bypassing it except by owning a couple dozen pistols, which is going to seriously cut into your enhancement budget.
Let's apply the same principle to spells as well. Level 3-5 spells take two rounds to cast, and 6-9 take three. I mean if big effect once every few rounds is acceptable.

I know that you're not being serious, but... I actually quite like that idea. Although personally I'd divide it up 1-3 (normal), 4-6 (2 rounds), 7-9 (3 rounds) and make cantrips a swift action to cast. Though for the delay rounds I'd only make it take a move equivalent action and they could still cast lower level spells in the meantime as long as they're only a standard action.

Project Manager

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Removed a post. Please revisit the messageboard rules.


mkenner wrote:
Scythia wrote:
Atarlost wrote:
I think we'd be better served by more damage and a multi-round reload time. Then there'd be no bypassing it except by owning a couple dozen pistols, which is going to seriously cut into your enhancement budget.
Let's apply the same principle to spells as well. Level 3-5 spells take two rounds to cast, and 6-9 take three. I mean if big effect once every few rounds is acceptable.
I know that you're not being serious, but... I actually quite like that idea. Although personally I'd divide it up 1-3 (normal), 4-6 (2 rounds), 7-9 (3 rounds) and make cantrips a swift action to cast. Though for the delay rounds I'd only make it take a move equivalent action and they could still cast lower level spells in the meantime as long as they're only a standard action.

More powerful spells taking multiple rounds to cast actually was the rule in Exalted. The practical effect was that you rarely saw any spells from the two higher levels cast in combat, unless it was a climatic boss battle or large scale fight where allies could form a shield wall.

Also, allowing other spells to be cast while casting a more powerful spell kind of defeats the purpose.


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For my group, outlawing gunslingers and guns was an obvious necessity. The existence of gunpowder in a game world is a 100% certain guarantee that the players will start devising grenades, bombs, land mines, rocket launchers, orbital death rays, etc. etc. There's no way to avoid it.

Contributor

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Calybos1 wrote:
For my group, outlawing gunslingers and guns was an obvious necessity. The existence of gunpowder in a game world is a 100% certain guarantee that the players will start devising:
Quote:
grenades, bombs, land mines, rocket launchers,

All of those can be done via the alchemist's bomb class feature, permitting you have the appropriate discoveries.

Explosive Runes is also essentially a magical landmine that triggers simply by reading it.


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Calybos1 wrote:

For my group, outlawing gunslingers and guns was an obvious necessity. The existence of gunpowder in a game world is a 100% certain guarantee that the players will start devising grenades, bombs, land mines, rocket launchers, orbital death rays, etc. etc. There's no way to avoid it.

Grenades= Alchemist Bombs/Alchemist Fire

Bombs= Alchemists bombs

Land Mines= Symbol of X spell

Rocket Launchers= Wand of Fireball

Star Wars Laser Pistol= Wand of Magic Missile strapped to a modified hand crossbow (pretty much a hand crossbow with the bow part removed).

More hardcore laser rifle= Wand of Searing Ray strapped to a heavy crossbow (for cooler cinematics)

Death Ray laser is a bit more complicated but still doable xD.


Can't believe alchemists throw bombs with a range increment the same as guns and ALWAYS target touch AC even outside the first range increment. They even do splash damage that guns don't get. So hacks. Bombs are imba.

/sarcasm.


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Calybos1 wrote:

For my group, outlawing gunslingers and guns was an obvious necessity. The existence of gunpowder in a game world is a 100% certain guarantee that the players will start devising grenades, bombs, land mines, rocket launchers, orbital death rays, etc. etc. There's no way to avoid it.

Because "Sorry guys, there are no rules which dictate the process of inventing new technologies, so we are just going to house-rule that it is something which requires years of dedicated research which cannot be done while also adventuring or maintaining a social life of any kind," is just too hard to say out loud - it's the world's worst tongue twister.

Avoiding what you describe is as simple as saying "No, one successful climb roll does not allow you to learn to climb the open air."


Alexander Augunas wrote:
Calybos1 wrote:
For my group, outlawing gunslingers and guns was an obvious necessity. The existence of gunpowder in a game world is a 100% certain guarantee that the players will start devising:
Quote:
grenades, bombs, land mines, rocket launchers,

All of those can be done via the alchemist's bomb class feature, permitting you have the appropriate discoveries.

Explosive Runes is also essentially a magical landmine that triggers simply by reading it.

Alchemist bombs and spells have a limited number of uses per day. Gunpowder, a nonmagical material substance, can be piled up in any quantity and used an infinite number of times per day. It's a huge difference, and a potentially game-wrecking one. I don't need the headaches.


Calybos1 wrote:
Alexander Augunas wrote:
Calybos1 wrote:
For my group, outlawing gunslingers and guns was an obvious necessity. The existence of gunpowder in a game world is a 100% certain guarantee that the players will start devising:
Quote:
grenades, bombs, land mines, rocket launchers,

All of those can be done via the alchemist's bomb class feature, permitting you have the appropriate discoveries.

Explosive Runes is also essentially a magical landmine that triggers simply by reading it.

Alchemist bombs and spells have a limited number of uses per day. Gunpowder, a nonmagical material substance, can be piled up in any quantity and used an infinite number of times per day. It's a huge difference, and a potentially game-wrecking one. I don't need the headaches.

\

Fine, just take 10000 gallons of alchemist fire and call it day...

Or just make a million rocks with explosive runes....

Its not that hard to put gunpowder to shame...


Ssalarn wrote:
mkenner wrote:

I don't mind guns in my fantasy, though I wouldn't use them in every single setting. I also don't mind the gunslinger's class features and think they look pretty good.

However I don't like the implementation of the firearms mechanics in pathfinder. The touch AC aspect doesn't really work all that well in my opinion. I wouldn't want someone to play a gunslinger until I've had a chance to write some better house rules for firearms.

I really liked the idea of tossing out misfires and giving guns a "penetration rating" where a standard gun ignores 2 points of armor plus 2 per point of enhancement bonus. That way the Gunslinger still gets to target a lower AC, but you don't have a ridiculous situation where ancient wyrms with their scales that are thicker and stronger than steel may as well have tissue paper hides.

) 2 penetration is very low. Even worse they have to wait till level 5 to get 4 penetration.

2) Now I could get behind 4 penetration with 2 per enhancement. Remember in your original idea, studded leather/Hide is bullet proof.


Starbuck_II wrote:
Ssalarn wrote:
mkenner wrote:

I don't mind guns in my fantasy, though I wouldn't use them in every single setting. I also don't mind the gunslinger's class features and think they look pretty good.

However I don't like the implementation of the firearms mechanics in pathfinder. The touch AC aspect doesn't really work all that well in my opinion. I wouldn't want someone to play a gunslinger until I've had a chance to write some better house rules for firearms.

I really liked the idea of tossing out misfires and giving guns a "penetration rating" where a standard gun ignores 2 points of armor plus 2 per point of enhancement bonus. That way the Gunslinger still gets to target a lower AC, but you don't have a ridiculous situation where ancient wyrms with their scales that are thicker and stronger than steel may as well have tissue paper hides.

) 2 penetration is very low. Even worse they have to wait till level 5 to get 4 penetration.

2) Now I could get behind 4 penetration with 2 per enhancement. Remember in your original idea, studded leather/Hide is bullet proof.

Only as bulletproof as it is swordproof.

+2 to hit most targets is pretty nice. And it scales up from there.


Advanced firearms can be pretty interesting.

That said, gun arguments are sort of like alignment arguments.


Scythia wrote:
Atarlost wrote:
I think we'd be better served by more damage and a multi-round reload time. Then there'd be no bypassing it except by owning a couple dozen pistols, which is going to seriously cut into your enhancement budget.

Let's apply the same principle to spells as well. Level 3-5 spells take two rounds to cast, and 6-9 take three. I mean if big effect once every few rounds is acceptable.

Nobody is served by an unsatisfying system. Do you think a player of a greatsword wielding barbarian would accept rolling against touch AC if it meant he could only attack every third round? I doubt it.

Reading comprehension is apparently not happening here.

If I have a gun I load it before I go hunting. I don't wait until I find a deer then start loading. That would be stupid. Especially with a muzzle loader.

If I'm fighting a bunch of hobgoblins I don't stand there reloading like an idiot. I do what actual musketeers would have done. I drop the musket and draw a sword or I stick a bayonet in it or draw a pistol that I also loaded before the fight because I'm not stupid. I'm not going to reload unless there's a great big block of them marching slowly across a big open field. Gunslingers have all martial proficiencies for a reason.

Then I reload while the cleric is poking people with a CLW wand and the barbarian is recovering from rage fatigue and the wizard is using spellcraft to identify everything in the room that pings detect magic and we go on to the next encounter.


Atarlost wrote:
Scythia wrote:
Atarlost wrote:
I think we'd be better served by more damage and a multi-round reload time. Then there'd be no bypassing it except by owning a couple dozen pistols, which is going to seriously cut into your enhancement budget.

Let's apply the same principle to spells as well. Level 3-5 spells take two rounds to cast, and 6-9 take three. I mean if big effect once every few rounds is acceptable.

Nobody is served by an unsatisfying system. Do you think a player of a greatsword wielding barbarian would accept rolling against touch AC if it meant he could only attack every third round? I doubt it.

Reading comprehension is apparently not happening here.

If I have a gun I load it before I go hunting. I don't wait until I find a deer then start loading. That would be stupid. Especially with a muzzle loader.

If I'm fighting a bunch of hobgoblins I don't stand there reloading like an idiot. I do what actual musketeers would have done. I drop the musket and draw a sword or I stick a bayonet in it or draw a pistol that I also loaded before the fight because I'm not stupid. I'm not going to reload unless there's a great big block of them marching slowly across a big open field. Gunslingers have all martial proficiencies for a reason.

Which is fine and is how I'd prefer to see guns built and used. Except that PF as a system is all built around specialization and focus. The gunslinger has martial proficiencies, but most of the class features focus on gun use. He's going to be lousy with those other weapons compared to other martial classes, not to mention he'll be quite MAD if he needs to focus on both. Nor does he have enough feats to be good at both, even without needing to take the various RoF increasing ones.

Carrying 5-6 pistols is probably the only approach that would be reasonably effective. And that's going to start out expensive and only get worse as you try to get them all enchanted.


^^^ Pretty much this.


I played a halfling pistolero/mysterious stranger for kingmaker. I had access to all the money and we were on 20 point buy, I was on cloud nine. Anything that got in my way I would throw bullets and money at and usually it would die. I used one double barrel pistol because I didn't want to deal with twf rules and grabbing extra feats and I was op out the wazoo. Alchemical cartridges plus rapid reload made my life easy as pie since I could reload at breakneck speeds I could output more damage. Even with my puny d6 people feared the halfling with the big iron on his hip. I went out of my way NOT to get clustered shots and I was still outdamaging the entire party. I knew I was overpowered but I consistently used abilities that would nerf my damage like headshots and shots to the legs, let the other pc's have their time in the sun, but when the chips were down the lead would fly and it got really bad.
With my little story out of the way I think that guns were brought about in a bit of a bad way. With a class designed to take out the negatives and make them viable would have been good, instead we get a class that negates all the bad stuff and makes them more than viable. At lvl 13 with one double barreled pistol my little halfling of death could throw more bullets than an archer fighter could put arrows in the air.


haruhiko88 wrote:

I played a halfling pistolero/mysterious stranger for kingmaker. I had access to all the money and we were on 20 point buy, I was on cloud nine. Anything that got in my way I would throw bullets and money at and usually it would die. I used one double barrel pistol because I didn't want to deal with twf rules and grabbing extra feats and I was op out the wazoo. Alchemical cartridges plus rapid reload made my life easy as pie since I could reload at breakneck speeds I could output more damage. Even with my puny d6 people feared the halfling with the big iron on his hip. I went out of my way NOT to get clustered shots and I was still outdamaging the entire party. I knew I was overpowered but I consistently used abilities that would nerf my damage like headshots and shots to the legs, let the other pc's have their time in the sun, but when the chips were down the lead would fly and it got really bad.

With my little story out of the way I think that guns were brought about in a bit of a bad way. With a class designed to take out the negatives and make them viable would have been good, instead we get a class that negates all the bad stuff and makes them more than viable. At lvl 13 with one double barreled pistol my little halfling of death could throw more bullets than an archer fighter could put arrows in the air.

But that is just it. You had near infinite money. That is not quite fair because one of the balancing factors of the gunslinger is that ammo is not cheap and guns are not cheap.

If you tread down this path, do you know how horridly broken a wizard is? Or a Dhampir Cleric necromancer (with kingmaker there is no shortage of bodies to make into an army)

Silver Crusade

Money is a major issue period. Hell, just getting more cash liquid at a certain time can make a difference (Even if within WBL).

Also, the gunslinger suffers from what I'd describe as the 'need a target' problem.

Gunslingers are pretty good at shooting stuff, but if too much little gribbly crap gets up to them they start to have trouble.

I managed to cause a gunslinger in my campaign trouble by virtue of having a bunch of lemures get up in his grill. They were too tiny and too gribbly to 'blow grit' on, and their DR also cut through his bullet damage.

And when they got close enough, he was incurring (albeit pedantic and small) AoOs everytime he tried to shoot, getting nibbled for 1d3 damage, or having to keep trying to reposition and avoid getting flanked /while/ dealing with the larger threat.

In the lemure's case, the gunslinger's easy access to flametype template weapons and effects also didn't serve him too well.


The mistake a lot of people make is thinking the problem with gunslingers is either firearms or the gunslingers. The base firearm rules are balances and gunslingers are an interestimg versatile class.

The problem lies in when archettpes or other things change or make exceptions to the base rules. Every thread involving omfg gunslingers are overpowered involves the pisrolero musket master twf and or double barreled guns.

The actual gunslinger class is versatile and fun with a lot of great utility options. I'm sure lots of people make perfectly balanced gunslingers but we won't hear about them because no one will make posts about how over powered the mysterious stranger that uses muskets with deadshot is.

Scarab Sages

Mojorat wrote:

The mistake a lot of people make is thinking the problem with gunslingers is either firearms or the gunslingers. The base firearm rules are balances and gunslingers are an interestimg versatile class.

The problem lies in when archettpes or other things change or make exceptions to the base rules. Every thread involving omfg gunslingers are overpowered involves the pisrolero musket master twf and or double barreled guns.

The actual gunslinger class is versatile and fun with a lot of great utility options. I'm sure lots of people make perfectly balanced gunslingers but we won't hear about them because no one will make posts about how over powered the mysterious stranger that uses muskets with deadshot is.

While I think that the core design of the firearm susbsystem was poorly executed, there is a lot of truth here. The vast majority of issues with firearm-related mechanics being truly OP are directly tied to the Pistolero, Musket Master, and double-barreled weapons.

If you remove those options it still isn't a fantastic system, but it works and things progress more or less at a balanced state. While it doesn't resolve the basic issues with targeting touch AC with basic attacks, it limits the wild damage scaling and helps mitigate the fact that full BAB classes hit a point where they literally cannot miss against the vast majority of level appropriate encounters except for on a 1. It also puts the damage scaling and utility of the Gunslinger where it should be; Pistolero and Musket Master applying their Gun Training and other abilities to all one-handed or two-handed firearms is ridiculous compared to the standard Gunslingers ability to apply his bonuses to firearms.

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