Mok
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I think this is the last bit of detail that I wanted to cover and then just wait for the update on the class.
The class ability Brave and Tough, which you get at second level and then 6th, 10th, 14th, and 18th levels is a slightly better version of the Bravery from the Fighter, which has the same progression, but only gets bonuses to fear.
With the fighter, Bravery kicks in at 2nd level with the addition of a bonus feat, and every level after where it raises its value you're always getting something else.
With Gunslinger as it currently stands, this ability is the only thing that you get at those specific levels. I'm finding this a problem, because it is an unsatisfying "reward" for gaining a level.
Pathfinder did a pretty good job of getting rid of the "dead levels" of 3.5, where certain classes basically got nothing upon reaching a level beyond some extra hit points and a boost in their saves.
If you were to just take the Brave and Tough ability, and graft it into the Saves numbers on the class chart, then essentially you get the same effect as the dead levels of 3.5.
Active vs. Passive Class Features
In terms of game design, what is psychologically satisfying to gain in each level is something that is active rather than passive. Active elements would help augment something that a player initiates in the game, whereas passive elements are elements that a player has little or no control over, but still might be beneficial.
It's not that passive elements are bad, but they aren't really fun elements to the game. Players can't engage in their passive defenses, such as hit points and save bonuses.
Compared to the Ninja
If you flip a couple of pages over in the playtest document and look at the Ninja, you're not seeing any dead levels. Every level gives you a bonus either to sneak attack, a game element that a player actively uses, or they get a Ninja trick, which because the player gets to choose is already engagement, but also the tricks normally are providing some other offensive augmentation or utility ability, both of which are active game elements.
That's what I'd hope to see with the Gunslinger. Every level I ought to be getting some active element that makes me feel empowered because I get to initiate its use in some fashion. The passive bonuses are really just icing on the cake, there to help balance and shore up some parts of the character, and thus tacked on to the side of whatever active elements are being gained.
Investment of Time
The dead level effect is part of what was going through my head during my playtest on Wednesday. I was sitting there, unsatisfied with the Gunslinger's performance, and so I glanced at what I would be working towards. The "Brave and Tough" ability left me cold. As a PFS game, I'd have to slog through two more sessions (10 hours) only to get weak passive rewards. I'd have to add in an additional 15 hours of play (25 hours total) just to be able to get to 3rd level and at least get Pistol Whip (with its own weaknesses, but at least an active ability) to see any more dynamism with the character. That's just a very poor reward for all that time invested and is a big disincentive to wanting to continue with the class.
Since Paizo's aim is to incentivize staying with a class, then every level needs to see active ability augmentation.