Love the Flavour, Hate the Mechanics


Advice


Hi, lately i've been thinking that I want to play a Gunslinger type character, A kind of roguish cowboy type, with lots of wit and a gambling debt. my only issue is, I really don't like the whole Grit/Deed mechanic.

does anyone know of an archetype or maybe another class that would give me the kind of character I'm after.


What exactly is your problem with Grit? For a gunslinger character, I can't really imagine anything more appropriate.

I really thought this thread was going to be about how 90% of options are mechanically inferior but cool and going to ask for advice for fixing that.

Anyways, Grit/Deeds are basically required to wield guns well. Mostly because you need quick clear and another deed or two IIRC. Other classes typically pick them up with the Amateur Gunslinger Feat, so that they have Grit and Deeds.

Besides which, roguish cowboy with gambling debt stands all on its own needing to be tied to any mechanics except for gun use. Everything after that is simply a matter of optimization.


Does it have to be a gun user? You could make a crossbow based ranger or slayer with a similar feeling.


Given that the "roguish cowboy type, with lots of wit and a gambling debt" is entirely flavor and up to you to rp, ANY class can work:
• a "down on his luck" alchemist
• a knife master/scout rogue
• a Slayer

If it's wielding a gun along with the flavor, then you can take some feats to be proficient, etc. but why not just go Gunslinger? Using the grit helps - some would say is vital - and the deeds as well.

So, without any idea what the campaign is about - setting and so on - any class will work.


Claxon wrote:

What exactly is your problem with Grit? For a gunslinger character, I can't really imagine anything more appropriate.

I really thought this thread was going to be about how 90% of options are mechanically inferior but cool and going to ask for advice for fixing that.

Anyways, Grit/Deeds are basically required to wield guns well. Mostly because you need quick clear and another deed or two IIRC. Other classes typically pick them up with the Amateur Gunslinger Feat, so that they have Grit and Deeds.

Besides which, roguish cowboy with gambling debt stands all on its own needing to be tied to any mechanics except for gun use. Everything after that is simply a matter of optimization.

well the reason I don't like it is because I have to keep track of how many points I have left, and never know whats the best thing to spend the point on at the right time. its just a lot of situational abilities to keep track of.


Melkiador wrote:
Does it have to be a gun user? You could make a crossbow based ranger or slayer with a similar feeling.

to be fair I've been doing a lot of research into the best way to dual wield crossbows. I had it down to TWF with two Repeating Hand Crossbows, with some kind of home-brewed unseen servant enchantment on it so that my PC didn't need a free hand to pull the reload lever.

but then it occurred to me that I was just trying to turn my crossbows into revolvers so I might as well just use revolvers. although two of said crossbows with the endless ammunition enchantment on them would be awesome.


Otherwhere wrote:

Given that the "roguish cowboy type, with lots of wit and a gambling debt" is entirely flavor and up to you to rp, ANY class can work:

• a "down on his luck" alchemist
• a knife master/scout rogue
• a Slayer

If it's wielding a gun along with the flavor, then you can take some feats to be proficient, etc. but why not just go Gunslinger? Using the grit helps - some would say is vital - and the deeds as well.

So, without any idea what the campaign is about - setting and so on - any class will work.

I just don't like the whole, spending points, keeping track of how many points you have and having to think about what deeds are best for what situation. it just seems like a huge list of situational abilities that I can pick and choose when to use depending on the situation. I'd much prefer more standardised abilities.

say for example "at level 3 the misfire chance is reduced by 1 and is reduced by 1 to a minimum of 0 at every 4 levels after." I'd much prefer a mechanic like that as appose to the grit/deeds system of handling this problem with the quick clear deed.


If you're starting at the mid-levels (say, 5 or higher) then you could maybe play a wandslinger - a magus who uses wands a lot with appropriate magus arcana, or some variety of rogue who uses wands with sneak attack.

Alternately you could go for rerolls to avoid misfires. A warpriest with the luck blessing, a dual-cursed oracle, or a celestial or destined bloodrager (from 1st, 5th or 8th levels respectively) can maybe avoid wrecking their guns.

Last, the gun might be more a hobby than your main means of attack. A savage technologist barbarian can be decent with a gun without relying on it, for example.


Trench fighter is a gun user that is completely devoid of expendable resources and combat options.


Castilonium wrote:
Trench fighter is a gun user that is completely devoid of expendable resources and combat options.

If you can go with the Trench Fighter as Castilonium recommended and add Amateur Gunslinger just to have the quick clear deed and ignore the rest of the whole deed mechanic and you'll be good to go.


MeanMutton wrote:
Castilonium wrote:
Trench fighter is a gun user that is completely devoid of expendable resources and combat options.
If you can go with the Trench Fighter as Castilonium recommended and add Amateur Gunslinger just to have the quick clear deed and ignore the rest of the whole deed mechanic and you'll be good to go.

Yeah, Trench Fighter looks like the way to go, thanks guys.


You should discuss with your GM whether trench fighter is allowed.

It is specifically from the Reign of Winter Campaign: Rasputin Must Die!, which is set in an advanced guns, guns everywhere settings. It is not something that should be generally available to players, in my opinion.

But beyond that, pretty much any class except fighter is going to have resources that you need to keep track of. That's just how this game works. So you will be hard pressed to find what you're wanting.


Leonhart Steelmane wrote:
well the reason I don't like it is because I have to keep track of how many points I have left, and never know whats the best thing to spend the point on at the right time. its just a lot of situational abilities to keep track of.

Play a Figher


Leonhart Steelmane wrote:
well the reason I don't like it is because I have to keep track of how many points I have left, and never know whats the best thing to spend the point on at the right time. its just a lot of situational abilities to keep track of.

Play a Fighter


You could just decide to forget about grit. Treat all the things that say "you must have at least 1 grit" to be things you have constantly, then select a number of deeds that cost 1 grit equal to your wisdom modifier -1, and have each of them be usable 1/day. It's inferior to actually using grit the way it's meant to be used, but it works.

Really, what you're looking for is a simpler system and a good way to manage resources.

The most important deed is quick clear. After that, it depends on your playstyle and party makeup. If you really don't want to deal with deeds, you could just decide to take 5 levels of Gunslinger then Fighter for the other 15.

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