Patch Changes to Firearms & Gunslingers


Homebrew and House Rules

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You raise a point about the price. However, alchemical item prices are really wonky and not totally standardized. The smoke pellet (25g) has more than twice the price of a smoke arrow or smoke bullet (10gp), though it does target touch AC. Perhaps it's best I make it a 5ft square for 1 round and price/design it in line with the smoke arrow and bullet. The cartridge could splash for scatter weapons.

The explosive cartridge I'm most conflicted about. Maybe it might be best to give it a higher price but make it more enticing for a "finisher" or something. I did consider another cartridge type that explodes in a cone or a line behind the target as a clever way to extend the firearm's range for other targets.

A harpoon gun would be awesome. Perhaps a slow-firing two-hander that does that. I held off on the harpoon gun idea because there's so many fun ways to design it. For example, it could be fun if you could use it as a grappling hook or like a hookshot.

Shadow Lodge

Cyrad wrote:

What do you think of this draft for revised/added alchemical cartridges? I'm a little worried they may be too powerful or too expensive.

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I would recomend to have them all "as a standard action" note because i can see this abused with particulary rich gunslingers. 2d6 damage is like 2 enchantments worth. Since i see this more liek utilities i think is balanced and makes the gunslinger more versatile while not flaming a whole room with napalm on a fullattack


I think people's problem with firearms being at touch AC is that they think that the bullets pass through the armor. They don't. Think of it like this: Even if the bullet doesn't pass through the armor, it's going to pass the force of the blow through the armor, and it's going to hurt, ALOT. Possibly breaking bones, even without penetrating the armor. That's why they're only touch attacks in the first range increment, after the first range increment the bullets do not have the force behind them to hurt as much through armor.

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Nor Warhammers target touch ac. As i said before this is a case of selective realism that didnt go well


ElementalXX wrote:
Nor Warhammers target touch ac. As i said before this is a case of selective realism that didnt go well

Warhammers also don't cost thousands of gold and have a chance to explode in your face, though. Also, I could be wrong as I've done no research, but I think there's more force behind a bullet at close range than someone swinging a warhammer.


I am a big fan of what you've been doing here. But I have nothing to add sadly. So far, I have no problem with the changes. Touch attacks from a group of weapons are silly to me, if other weapons that don't do similar things get them as well. ElementalXX's point about the Warhammer is spot on.

Shadow Lodge

Im pretty sure a leather armor or a silken robe wouldnt protect you from a warhammer at all, the game however assumes it does


Again, however, war hammers don't cost thousands of gold and have a chance to explode in your face. Leather or silk wouldn't protect from a sword all that well either.

Shadow Lodge

Its pretty obvious they put those prices and misfires as a way to balance touch attacks. I was pointing out how silly is to call realism on some thing and not realism on the others. Thats the definition of selective realism, and on this case it didnt work at all.

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ElementalXX wrote:
I would recomend to have them all "as a standard action" note because i can see this abused with particulary rich gunslingers. 2d6 damage is like 2 enchantments worth. Since i see this more liek utilities i think is balanced and makes the gunslinger more versatile while not flaming a whole room with napalm on a fullattack

I have mixed feelings about making them standard actions, especially when other ranged weapon special ammo doesn't require them. On the other hand, it would allow me to make the special ammo more powerful.

ironexe wrote:
I think people's problem with firearms being at touch AC is that they think that the bullets pass through the armor. They don't. Think of it like this: Even if the bullet doesn't pass through the armor, it's going to pass the force of the blow through the armor, and it's going to hurt, ALOT. Possibly breaking bones, even without penetrating the armor. That's why they're only touch attacks in the first range increment, after the first range increment the bullets do not have the force behind them to hurt as much through armor.

This topic has become a dead horse at the moment. There's so many things wrong with firearm touch attacks in terms of believibility, flavor, and game mechanics. Even touch attacks themselves are a flawed concept.


@Cyrad: Have you considered increasing the ranges of guns since you've removed touch attacks?

My players made an argument that the ranges on guns were so short due to that being the range at which touch attacks happened. Now that touches are gone, have you considered increasing that range? It fits the fluff, but it's pretty bad in comparison to crossbow/bows.

I saw this earlier, but maybe you've re-thought it

Quote:
right now he's searching for some wondrous item that will somehow increase his range, despite me telling him that the distance property is pretty much it.

For reference I allow half-dex dmg on crossbows and bows can be half-dex, half-str on dmg. So guns aren't a huge bump in damage, but it's surely nice.


Higher range for firearms is only an issue with the later guns. Early gun seem fine to me having such a low range. On the other hand a modern firearms need a huge boost to there range. If Wikipedia, and some simple math, are anything to go by a common firearm of that era would need something 160-200 foot range increments.

Some other things that should be looked at are scopes, bayonets, and rifle grenades.

Scopes are barely covered in Pathfinder. Likely this is due to them being seen as only a modern option. I would say that they could be added earlier if the DM was willing to add a bit more of a steampunk vibe (isanely steampunk if you let handguns get scopes!).

The stat for the scope (found on the Modern Firearms page) just gives you the same thing as havin the Far Shot feat. Now since those bonus are not from the same source won't they stack? In other word no range increment penalties at all. Also it seems you can quick scope since there's no cost to use the scope at all. I find this about as silly as the Touch AC stuff.

There are a few options to fix this. First make using a scope should require a standard action to find each traget. Maybe make a feat or something that can speed it up as an option too. Then change the bonus to something else such as a flat bonus to attacks, +50% range like in D20 Modern, or make it shoot pass 10 range increments. I like the range buff myself since it repersents the fact that with good sights you can hit stuff much farther away and it also doesn't clone the far shot feat.

Bayonets are mostly well done, but have a few issues. Socketed bayonets (found on the Modern Firearms page again) are really the only type you would find for guns. Their biggest issue in my mind is that I feel they should be a bit more like spears. Maybe bump up the damge to a d8, give it 3x Critical, and let them use brace. Not really over powered since they would only get used when the gunner is in trouble. Also some of them might have the option to be used as a dagger when not fixed to a gun.

A rifle grenade is a grenade that is mounted (there are a number of ways) to the end of the barrel and then fired like an over sized bullet. The two main ways to fire them was to use a blank round that just made gas to lanch the grenade, and grenade that were in fact hit by a normal bullet and then lanched by the impact. The second type become more common due to how simple it is to use.

I would say it would take move action to load a round, plus at least a standard action to attact a mount if needed. With a mount the weapon wouldn't be able to fire normally if it also needs to use blank rounds.

Rifle grenade today have largely been replaced by underbarrel grenade lanchers (however all NATO nations have guns that can use this system as do most other nations just in case).

Now since you can fire a much larger round you can have fun with some options:

- Smoke round could work and due to size would not be as over-powered as normal size smoke rounds
- A magic net for capturing things
- Simple a frag grenade
- Something like a modern HEAT round which does major damage to one traget
- Grease spell-like effect
- A glue-like round
- A flare round for filling a dark area with mundane light (can't conterspell a chemical fire)


I just saw you post and have only skimmed it so far but I wanted to post my thoughts on your first post.

Cyrad wrote:
I want to give a little rework to firearms and gunslingers to eliminate full-round touch attacking, make firearms less annoying to use, and give more value to the gunslinger's deeds. I try to accomplish this by:
Cyrad wrote:


1) Firearms now target normal AC. Touch attacks are only possible through a gunslinger deed that costs grit and isn't modified by true grit.

For this I agree if the armor has any from of metal in it for even flintlock should penetrate hide with little issue, if anything maybe just medium armor and up its normal AC light touch unless its made of special material. I do like that it should be a deed to hit touch with it if anything.

Cyrad wrote:


2) Firearms now add Dexterity to damage rolls.
.

I feel if anything it should be wis to damage it has never made sense to me that it was dex, to me to hit harder with a gun one should know were to aim so for me this should be Wis not Dex.

Cyrad wrote:


3) Misfires can only occur if the gun breaks or is reloaded by a non-proficient character.

I guess im ok with this but even a solider in that time could make a mistake when packing down the powder in the heat of battle so a misfire should still occur.

Cyrad wrote:


4) Quick clear is replaced with a deed that works like the swashbuckler's derring-do deed, but with skills benefiting a gritty combatant.

I don't know how I feel on this, ill have to read on it more and get back to you.

Cyrad wrote:


5) Fast musket is gone from Musket Master. Instead, the archetype grants early Vital Strike progression.

I do like this ^_^

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Riuk wrote:
I feel if anything it should be wis to damage it has never made sense to me that it was dex, to me to hit harder with a gun one should know were to aim so for me this should be Wis not Dex.

I know many people have different interpretations and justifications for adding X ability modifier to Y ability or attack. However, I feel Dexterity makes the most sense. Dexterity is all about precise movements and quick reactions whereas Wisdom is mostly about willpower, faith, and intuition. You add Dexterity to damage for the same reason you use Dexterity for Disable Device, a skill that does require some intelligence and intuition. Dexterity also helps represent the advantage that firearms have over bows, only needing precise aim to be deadly rather than Strength or another ability. Finally, using a physical stat for damage prevents issues with classes that have to dump mental stats.

Riuk wrote:
I guess im ok with this but even a solider in that time could make a mistake when packing down the powder in the heat of battle so a misfire should still occur.

A natural 1 is still an automatic miss. No need to penalize martials further. Besides, the misfire mechanic wasn't created by Paizo for realism. It was created to "balance" the broken touch attack mechanic.


Cyrad wrote:
Riuk wrote:
I feel if anything it should be wis to damage it has never made sense to me that it was dex, to me to hit harder with a gun one should know were to aim so for me this should be Wis not Dex.
I know many people have different interpretations and justifications for adding X ability modifier to Y ability or attack. However, I feel Dexterity makes the most sense. Dexterity is all about precise movements and quick reactions whereas Wisdom is mostly about willpower, faith, and intuition. You add Dexterity to damage for the same reason you use Dexterity for Disable Device, a skill that does require some intelligence and intuition. Dexterity also helps represent the advantage that firearms have over bows, only needing precise aim to be deadly rather than Strength or another ability. Finally, using a physical stat for damage prevents issues with classes that have to dump mental stats.

hmm...well i can see your point even though i hate it when players dump stats {i think thats why i would rather have it be wis then dex so i dont have players that cant see for crap but shoot well} gunslingers already should not dump wis since there goes your grit.

Cyrad wrote:


Riuk wrote:
I guess im ok with this but even a solider in that time could make a mistake when packing down the powder in the heat of battle so a misfire should still occur.
A natural 1 is still an automatic miss. No need to penalize martials further. Besides, the misfire mechanic wasn't created by Paizo for realism. It was created to "balance" the broken touch attack mechanic.

oh well if that was only used to try and make a balance for the touch ok


hay so im trying your rules out the only thing im changing is the have wis for damage not dex

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Sure, let me know how that works out!

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