| Malwing |
Over on my blog I've been making some posts about guns and their roll in my spacefaring campaign. I recently posted about one detail that kind of throws a lot of previous decisions off.
The gist of it is that Gunslinger isn't the only one slinging guns so his exclusive ability to deal dex to damage with firearms makes things difficult to deal with. Dex to damage makes firearms way more dangerous but that's easy to compensate for so the biggest problem is that the gunslinger is the only one that can do it. With guns being martial weapons in this campaign it's easy enough to use them but that dex to damage is way too valuable to pass up forcing anyone that would want to do this to dip into gunslinger since everyone would want to use a firearm and I don't want Gunslinger to be the only class that does this if everyone is using firearms.
For this reason when my players meet for the session zero tomorrow I'm letting them discuss and then vote on three options.
1. Ban Gunslinger. This eliminates the problem altogether and I don't have to change anything. Although despite the advantages of firearms using rapid shot with them and using automatic mode is still -4 to each shot so they may actually come out relatively weak considering that technology makes melee combat pretty dangerous and the ability to avoid touch attacks is greatly increased.
2. Change how firearms work. One thing that I do for steampunky games is to make firearms lose the touch attacks and misfire and instead naturally deal dex to damage. Gunslinger gets Gun Training but its a +1 competence bonus at first level and every four levels after. This still results in me not needing to do anything to compensate for touch attacks being a major thing. However this makes some abilities and items useless like bulletproofing, scatterlight armor and the Avoidance feat chain.
3. Make Gun Training a combat feat, prerequisite +1 BAB and 13 Dex. This is the most extreme in terms of compensating but it's not impossible. In situations like this I add creatures' Natural Armor to their touch AC against firearms or as DR through the use of third party templates. Or in some cases just adding more monsters. It also can prove to be pretty lethal to players as They have to account for NPCs with firearms dealing a lot of damage to them without bonus HP to compensate. This makes touch AC very vital and although there is enough defenses to go around this will eat up equipment, feats or class features.
So tell me, what would you choose and why and if there are any better solutions that you can think of?
| XLordxErebusX |
ive always felt like the firearms of pathfinder were terribly designed overall for any Steampunk, cyberpunk, or space adventures set outside Golarion's pseudo-Renaissance era. The technology guide is a bit of a train wreck, too.
The prices dont work for modern era games, nor are their enough options for firearm varieties. Where are the assault rifles and submachine pistols? etc.
As to your post:
1) Not sure Gunslinger needs to be banned in the process.
I like number 2 and 3 to a certain point.
| Malwing |
ive always felt like the firearms of pathfinder were terribly designed overall for any Steampunk, cyberpunk, or space adventures set outside Golarion's pseudo-Renaissance era. The technology guide is a bit of a train wreck, too.
The prices dont work for modern era games, nor are their enough options for firearm varieties. Where are the assault rifles and submachine pistols? etc.
You kind of have to make them work.
For steampunk to modern the option #2 up above is a neat and fast fix. Guns get used more often and they are worthwhile without gunslinger levels.
In regards to pricing, I'll be talking about it more on my blog later but the prices make sense if you convert them to magic weapons that do the same thing according to the weapon design guidelines so if you lower the price then you have to compensate with powerful players. If you take things to their logical extent the prices for a lot of things go out the window. Food and other resources would obviously be way more accessible with more technology around that's better than a level 1 commoner and a plow, so where do you price food? Because I'm lazy I went this route: I dropped technological items to 10% of their normal cost and increased the effective APL of the party based on the assumption that they'll be more powerful.
In regards to firearm variety and weapon/item variety in general, that's where third party products come in. Currently the game actually has submachine pistols and sniper rifles along with some magi-tech guns and guns where you need some Str to handle but do about three times as much damage. I also added those for the sake of melee weaponry. I'm making NPCs for the campaign that have atomic knuckles, exploding boomerangs, lightsabers, gunblades, graviton hammers, and magnetic captain america shields just to make the world extra crazy.
| Garrett Guillotte |
The gunslinger class feels like it was designed with Golarion-ish tech levels in mind, and outside of that context, the things that make a gunslinger special probably shouldn't be as special. I like option 3 the best here, along with adding relatively common armor or chest-slot items that improve touch AC (like bulletproof/impact/energy vests). The gunslinger gets to keep the flexibility of grit and remains the go-to shooter, but everyone else gets to use guns, and guns become less deadly.
Another idea I've toyed with in modern contexts is to have bullet-firing firearms trade some of their hp damage for bleed damage. For instance, most firearms would do 1d4 hp damage (and no more than 1d6) at Medium, plus an additional 1d3 to 1d6 bleed depending on the weapon. This makes taking a bullet significant without being fatal if they can swing the Heal check, turns the PCs into cinematic bandaged-up bullet sponge heroes (for better or worse), and gives fodder enemies a chance to fight back but also still die pretty quickly. Certain ammo (say, hollow-point bullets) could convert the bleed damage back to straight hp damage.
Where are the assault rifles and submachine pistols? etc.
Ninja'd by Malwing, but in a pinch you can adapt the WWI-era guns in Rasputin Must Die! (like the Madsen light machine gun and M1891 rifle). See also the automatic firearm quality from that section.
| Azothath |
in a high tech game you are going to have to tackle this topic. What's high tech without laser guns, plasma guns, and ticklers?... lol...
the real problems with firearms isn't the targeting rules per se...
there are looooong threads on this topic mainly revolving around tweaking the existing rules.
1) rate of fire for loading paper charges is way too high. This was done as bows are handled a bit odd on this topic also.
later cases/shells evolve giving guns 4-11 shots.
later automatics/semi-automatics evolve giving many shots at once in sprays or continuous fire.
so there needs to be some modelling of those situations.
IMO as a general rule DEX bonus +1(minimum) defines number of Free Actions per round.
You could have people using paper charges be limited to 1 shot per round as they have to clean the barrel. This will make casings a HUGE step forward (which it was). In PF RPG this means people will have to buy multiple weapons and have a gun caddy.
2) range modifiers are too generous. Don't take into account movement. Don't take into account rate of fire.
IMO as a general rule Half the ranges for for weapons for more than 1 shot per round and allow maximum of 10 range increments. Shooting far away with multiple shots just got harder. This also affects archers... it's a touchy subject.
3) gun barrels heat up, expand, and become less accurate. Cooling down takes some time. This really hits as rates of fire go up. My post on this topic is elsewhere.
4) lasers and what not aren't going to have some of these issues. You'll have to create some home rules to cover them. Collateral damage becomes more of an issue.
| hiiamtom |
What if firearms targeted flat footed AC?
It almost makes more sense - the target can't dodge the bullet, but their armor can save them. Large enemies have the natural armor to resist the bullet, and it's more advantageous against smaller less armored targets.
Obviously, it can be cheesed by a rogue with a gun but simply saying you can't sneak attack with a gun without some special property solves that, but I don't even know if I would do that since rogues in space is literally the single most iconic space epic trope there is.
| Snowblind |
What if firearms targeted flat footed AC?
It almost makes more sense - the target can't dodge the bullet, but their armor can save them. Large enemies have the natural armor to resist the bullet, and it's more advantageous against smaller less armored targets.
Obviously, it can be cheesed by a rogue with a gun but simply saying you can't sneak attack with a gun without some special property solves that, but I don't even know if I would do that since rogues in space is literally the single most iconic space epic trope there is.
I would say that dodging a bullet is about as realistic as dodging an arrow. Both are so ridiculously difficult that the difference between them is splitting hairs.
The most "realistic" solution is to have a penetration mechanic. If you do that then you can produce a system that vaguely resembles how guns work in real life, where the best solution to facing armor is to shoot bigger, faster bullets. If you don't want to add a complex mechanic to simulate firearms, then it becomes a game of "pick your poison". Touch AC is silly unless armor is completely outclassed by guns (which is partially true in a medieval setting), and flatfooted AC doesn't make sense unless bows and crossbows always target flatfooted AC too*.
*seriously, an arrow travels at roughly 1/3 of the speed of a handgun bullet - neither are remotely "dodgeable" in close quarters.
| Cyrad RPG Superstar Season 9 Top 16 |
What if firearms targeted flat footed AC?
It almost makes more sense - the target can't dodge the bullet, but their armor can save them. Large enemies have the natural armor to resist the bullet, and it's more advantageous against smaller less armored targets.
Obviously, it can be cheesed by a rogue with a gun but simply saying you can't sneak attack with a gun without some special property solves that, but I don't even know if I would do that since rogues in space is literally the single most iconic space epic trope there is.
That means a stationary target is just as easy to hit as a moving target. Dodge bonuses don't just mean being able to dodge attacks. It also means fighting with respect to a known hostile entity.
You could just throw the whole touch attack business out the window. You're playing a scifi setting. Just say that armor has stayed competitive with the penetrating power of firearms.
| Azothath |
lol... the realistic solution is to just use physics... it's been around for years, is pretty accurate, the process is well known and defined. It would involve some finite element modelling, ray tracing, etc... probably more complex then rolling a d20, adding 11 and comparing to another number. <grin>
having said that... you really do just have to "touch" with a bullet in a d20 model (range touch in this case, like a ray...). So ranged touch is the way to go in a d20 game to determine a hit. Damage is generic (dice and roll dependent) as targeting is handled by the critical mechanic. You could use a soft DR/ablative armor model (the penetration model suggested above).
I'm keeping it rule light as the original poster was really wondering what to do. There are long posts and threads about firearms and similar rules.
As I originally said - I think if you are running a high tech game you HAVE TO handle this topic.
| Malwing |
To some extent I have to keep things abstract and to some extent I have to stay in line with some of paizo's rules to play nice with 3pp products. I have no issues with touch AC. There are several ways to avoid firearms in third and first party material. Bulletproofing advanced dodging feats, scatter light armor, ion taped armor, and energy resistance just to name a few. With monsters i can just template them so their natural AC applies to firearms. My real problem is that gunslinger gets an ability that's too good to not dip, and firearms are somewhat rinky dink without dex to damage especially with what I allow melee weapons especially technological ones outpace them by miles.
| Azothath |
... My real problem is that gunslinger gets an ability that's too good to not dip, and firearms are somewhat rinky dink without dex to damage especially with what I allow melee weapons especially technological ones outpace them by miles.
yep, you want to be compatible and work with the existing model.
DEX to damage is an issue, I would prefer to see DEX adding to the crit range which is somewhat similar. It's in the rules... I'm waiting on adding INT to damage for my wizards. 8^D
Paper cartridges are early technology from a 1/1/2000 point of view. Sure a laser gun outpaces it.
If a particular part of a class bugs you, modify it. Make it 2nd level kick in rather than front loaded. Spread out the gain. Don't hate the class, make it work better.
| hiiamtom |
@Snowblind: Realistically, a bullet is much harder to dodge or stop than an arrow, and an arrow's damage drops significantly with range - and range is determined by the power of the bow. As a rules abstraction, making firearms mechanically different from crossbows should be encouraged; though personally I target reflex saves to represent the difficulty of hitting a moving target not to represent dodging a bullet. I will say that damage reduction solves a lot of combat abstraction issues in general.
@Cryad: I was just thinking how flat footed AC scales with what firearms represent hitting much better than touch AC which represents having full effect even if the (magic) attack just barely affects the target. Removing dodge bonuses just makes more sense than touch AC which means guns penetrate all armor and deal full damage even if they barely graze a target. You are right that in a sci-fi setting that probably doesn't have crossbows having firearms work like crossbows is a good idea.
@Malwing: Cryad's suggestion of adding DEX to damage on a a firearm using composite longbow rules is the best thing to do, and giving a gunslinger weapon training at level 1 and allow them to access advanced weapon training would make them special without the DEX to damage issues.
| Azothath |
It's not the class itself that bugs me but the precedence it sets. If guns are common and dex to damage is vital, then it should not exist or it should be accessible to everyone without dipping.Dervish Dance [combat]
there might be more in Ult Intrigue...
| Malwing |
Malwing wrote:It's not the class itself that bugs me but the precedence it sets. If guns are common and dex to damage is vital, then it should not exist or it should be accessible to everyone without dipping.Dervish Dance [combat]there might be more in Ult Intrigue...
I mean with firearms. They already have access to melee Dex to damage from 3pp feats, and its easier to do than fencing grace. Not as useful because melee technology is fairly appealing but it is there.