Does "Guns Everywhere" change the combat dynamic?


Advice

1 to 50 of 54 << first < prev | 1 | 2 | next > last >>

I'm trying to make a setting for Pathfinder and I want to use the "Guns Everywhere" level of firearms. But I have taglined it as "Swords, Sorcery, and Social Media!" and want to know if I'm not going to be able to fulfill the "Swords" part.

Are swords (and by extension other melee weapons) still a competitive choice in a "Guns Everywhere" setting?

(It's a modern Earth flooded with weird stuff due to magic, if you want to know. Though I'm not interested in coming up with or paying for modern firearms rules.)


I've run several campaigns so far and the answer is...rarely


Guns in Pathfinder are not nearly as effective as they are in the real world, because they don't do realistic amounts of damage. However, they are still extraordinarily effective, because they (as in the real world) enable anyone to hit bad guys at moderate range, and there's not much one can do against them short of cover.

So a swordsman would still be at a severe disadvantage against a small group of mooks with guns, who could sandpaper his hit points away from behind an overturned table.


PRD Firearms wrote:
Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The Gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.

If advanced Firearms are prolific then I'd hazard to say that they are the superior option in many cases. The ability to resolve vs touch at 400 feet with a 1-0 (reliable enchantment) missfire.

Also misfires on advanced firearms only impose the broken condition (-2 penalty to hit and auto miss on a 5 or less (3 or less with gun training)) but carry no other more severe penalty.

It also looks like Gunslingers would get gun training and Dex to damage at level 1.

So I'd hazard a guess and say cheap, available advanced firearms would make guns the most attractive ranged martial damage option (and possibly best martial damage option in general).

Melee weapons would definitely be less attractive for sure as if you're building strength you probably have bad touch AC meaning all the gunslingers will just tear through you.

Also side note "Modern Firearms", i.e. automatic weapon rules.


It has for me, becoming a bit more like a pulp action sequence. There is more grabbing cover to combat ranged weapons, and disarm is used a lot more by melee characters to take down ranged people. It's not bad, just different. Gotta calibrate your expectations from LotR to Indiana Jones.


2 people marked this as a favorite.

Advanced Firearms only advanced compared to Golarion's technology level.

The Modern Firearms are for WW1 weapons from a hundred years ago, and are closer to the mark, but still differ from modern firearms in a few key areas:

- Damage dice. Weapons that fire the same cartridge should do the same damage. The Madsen (in Russian service), the Maxim, and the Mosin were all chambered in 7.62x54mmR and as such should all have the same damage die. In the modern world, the so-called "intermediate" rifle rounds (smaller than full-sized rifle like 7.62x54R, larger than handgun e.g. 9mm) are commonplace and the standard used by the world's armies, police forces, and sport shooters. These would have advantages in lighter guns, smaller and lighter ammo, and more controllable recoil, but the lower damage would be significant in a world full of mythical creatures. Perhaps rifles and SMGs would be able to go full-auto in a line without penalty, or go full-auto in a cone rather than a straight line, at the expense of a lower damage die.

- Misfire chance. These are purportedly a balancing feature of firearms, but no modern firearm in any semblance of decent condition is going to malfunction once every twenty rounds. Its manufacturer would be laughed and/or sued out of existence. Considering a standard capacity magazine is 30 rounds, that's two jams every three reloads. Also consider that a WW1 Vickers Machine Gun used by the British once fired one million rounds in a row without a malfunction (though it underwent 100 barrel changes, and as a water-cooled machine gun it was only well-suited to static defense). It's standard for modern firearms to go several hundred, if not thousands of rounds without a malfunction (and without additional cleaning or lubrication in between).

- Range increment. A rifle should have a longer range increment than a handgun, period, yet the Nagant Revolver and Mosin-Nagant Rifle have the same range increment. Also, a modern rifle (let alone a bolt action in a full-sized cartridge) should have a range increment at least as good as a damned longbow.


Damage output on firearms is quite small when compared to melee plus strength modifier unless you're playing a Gunslinger.

That's okay, guns rarely kill by simple damage unless it is a large caliber round. Instead guns kill by bleeding, which is almost always easily treatable. What RPGS represent poorly is the bleeding caused by injuries.

The advantage of a gun over a sword is its long range and easy to use not the damage it does.


Okay, so that's going to cut down on some melee combat. Might have to do something about that as more than just weapons assume ability to melee.


When ranged weapons become more powerful, melee warriors have to develop proper defenses (Dex, dodge, stealth, cover, concealment etc.) and enough speed to close quickly. Arcane casters have the 2nd level spell Bullet Shield which offers +4 .. +8 deflection AC vs. ranged attacks - might be a good start.

The classic two-handed glass cannon (putting most resources into offense, only some money into armor) will be in trouble, but that's not the only type melee warfare has to offer.


One big change in guns everywhere is that it makes heavy armor characters pretty useless unless you are going for adamantine or some other form of DR.

Most characters are going to have to accept that they are going to take more damage. If gunslingers are rare, then this won't be too bad. If gunslingers are common, then it's really going to hurt.

A crit from a gunslinger is going to hurt a lot. A couple of lucky rolls will drop a lot of characters.

I disagree with SheepishEidolon, two handed meleeists can do well, assuming that they have good mobility and pick and choose their fights. If you can get close to a gunslinger you can take them down quickly, but you have to avoid getting caught in the open. Spells like invisibility or blur or expeditious retreat can help some of this.

Monks are awesome. Deflect arrows lets you avoid one bullet per round (that you're aware of). Their high touch AC helps them avoid the rest of the shots.

Kineticists also rock in guns everywhere. Aerokineticists' defense ability is particularly useful against guns. A flat out miss chance for physical missiles. Geokineticists reduce the incoming damage, and can bounce a good part of the bullets from non-gunslingers. Aetherkineticists can simply absorb the first couple of shots. Water and fire suck against bullets. At 8th level you'll have two types of defense.

You should also consider nerfing named bullet. At least the type-based option. Being able to pull out a crit almost on demand is pretty nasty on either side. Even if you don't nerf it, remember that making a wand requires all exotic material components. So each wand is tuned to an individual or at least a type/subtype.


Melee first characters have trouble straying relevant in later levels as it is. Guns are a substantial improvement to ranged combat. So if the campaign is going past level 5 I'd say Swords become irrelevant. If one person went dual tower shield heavy armor tank and the rest of the party stood behind him with precise shot that would be pretty freaking strong.


Like in real life, there will be a move to lighter, more mobile combat since armor won't be as useful. There is also more of a focus on your terrain, since you want to move cover to cover. Deflect Arrows would be a good goto feat I think. Melee is still incredibly useful in modern day warfare in close quarters. Add magic melee items, and I feel it would be less of a last resort and more brought to the forefront.


I agree with some of the others that the setting certainly pushes towards nimble, DEX-based martial builds over high STR tanks.

Having said that, martials may still want at least STR 13 to leverage the Cut from the Air feat (which appears to work versus firearms). I think a martial character (perhaps a swashbuckler?) with high DEX, Combat Reflexes and Cut from the Air has a credible chance of surviving in such a setting.


Also, there can be greater research into ceramics and kevlar armor, bringing armor back into the front for melee people.


All that being said, modern body armor is actually fairly effective against most types of small arms. "Soft" vests that can possibly be hidden under clothing can stop handgun rounds, and the modern equivalent of heavy armor (plates made up of layered kevlar, ceramic, and metal) can stop up to and including armor piercing .30-06, at least once. It may be useful to track HP and Hardness of modern armor as it absorbs bullets, because it is severely degraded with every hit. But now we're talking even more houseruling, which you may not want.

I may even go so far as to suggest a differrnt system for a modern campaigb. Dark Heresy might be a better fit, just remove the sci-fi weapons and remove Perils of the Warp.


You probably could handwave the degrading of armor, since we do that already with swords and armor. Though a simple rule I've used takes the Black Hack's usage die and ties it to armor/weapon degrading. Each time you use your weapons and armor in a scene (like a long combat, or just hours without maintanence), you your your usage die. If you roll a 1, it drops a step (d8 to d6. If it's at d4 and you roll a 1, then the item is broken and useless. There are things that increase the range that you roll on (making it a 1-3 or 1-4). It's simple and only really rolled at the end of a major scene or a period of time.


You guys are forgetting about costs. Guns Everywhere doesn't stop advanced firearms from being well beyond the budget of most mooks. Even simple ones are pricey.


Thanks to everyone who responded. I figured out a system I'm happy with.


1 person marked this as a favorite.

I don't know. When I think of Guns Everywhere, I really think of the late 1800's, early 1900's. And it was not difficult to get a gun, especially if you're out in the frontier. Hell, that's why the Winchester repeater and the Peacemaker are so iconic to use for western genre. They were common and used a lot by people out in the frontier.


@silvercat
Shadowrun might also be a better option than pathfinder as it blends cyberpunk melee, with gunslinger. allowing you to customize your character with magic, strength and melee skills can be a great benefit.

but yea many soft armor on the market for modern rounds stop 9mm cold at least if not in the same place and multiple times. there are rifle round plates for vests that are available now that will stop full size rifle rounds.

If you were dead set on using Pathfinder firearms there is a DR version of armor that would maybe sway to your liking for heavy armor targets and the guntank class feature might be what you are looking for with a %based fort. built into it.

just some food for thought on your quest.


SilvercatMoonpaw wrote:
Thanks to everyone who responded. I figured out a system I'm happy with.

cared to share?


johnlocke90 wrote:
You guys are forgetting about costs. Guns Everywhere doesn't stop advanced firearms from being well beyond the budget of most mooks. Even simple ones are pricey.

Guns everywhere drops the price of a rifle to 500 gp, which means 4th level Mooks could have guns.

Modern firearms are even cheaper assuming the 10% price thing still applies


There's another thing Pathfinder doesn't do well, namely translating the fantasy economy to that of the real world. A basic semi-auto or bolt-action rifle (let alone a cheap military surplus rifle) is easily affordable by most people at roughly $the, which is certainly not the equivalent of 500g. Mooks could easily have them, whether they are ordinary citizens, criminals, or private security (in which case the company may even provide one).


Modern firearms area lot cheaper (assuming they cost as well 10%), generally 50 or 100 gp


Athaleon wrote:
There's another thing Pathfinder doesn't do well, namely translating the fantasy economy to that of the real world. A basic semi-auto or bolt-action rifle (let alone a cheap military surplus rifle) is easily affordable by most people at roughly $the, which is certainly not the equivalent of 500g. Mooks could easily have them, whether they are ordinary citizens, criminals, or private security (in which case the company may even provide one).

Whoa, something got broken there and it's too late to edit. Basic rifles are about $500 US and nice handguns are about the same (cheap handguns are even cheaper).


Athaleon wrote:

Advanced Firearms only advanced compared to Golarion's technology level.

The Modern Firearms are for WW1 weapons from a hundred years ago, and are closer to the mark, but still differ from modern firearms in a few key areas:

- Damage dice. Weapons that fire the same cartridge should do the same damage. The Madsen (in Russian service), the Maxim, and the Mosin were all chambered in 7.62x54mmR and as such should all have the same damage die. In the modern world, the so-called "intermediate" rifle rounds (smaller than full-sized rifle like 7.62x54R, larger than handgun e.g. 9mm) are commonplace and the standard used by the world's armies, police forces, and sport shooters. These would have advantages in lighter guns, smaller and lighter ammo, and more controllable recoil, but the lower damage would be significant in a world full of mythical creatures. Perhaps rifles and SMGs would be able to go full-auto in a line without penalty, or go full-auto in a cone rather than a straight line, at the expense of a lower damage die.

- Misfire chance. These are purportedly a balancing feature of firearms, but no modern firearm in any semblance of decent condition is going to malfunction once every twenty rounds. Its manufacturer would be laughed and/or sued out of existence. Considering a standard capacity magazine is 30 rounds, that's two jams every three reloads. Also consider that a WW1 Vickers Machine Gun used by the British once fired one million rounds in a row without a malfunction (though it underwent 100 barrel changes, and as a water-cooled machine gun it was only well-suited to static defense). It's standard for modern firearms to go several hundred, if not thousands of rounds without a malfunction (and without additional cleaning or lubrication in between).

- Range increment. A rifle should have a longer range increment than a handgun, period, yet the Nagant Revolver and Mosin-Nagant Rifle have the same...

However, Pathfinder combat is also a lot different than real combat. Whereas in real combat, fighting between two aware combatants or larger groups of combatants could take minutes, as they dodge, feint, and otherwise maneuver to gain an advantage on their opponent, and larger combats could take hours, as armies grind up against each other then retreat, in Pathfinder, combat ends in rounds from nuclear fireballs and pouncing barbarians. Pathfinder combat can move much faster than real combat, and the increased misfire chance is meant to simulate some of that.

As for range, Pathfinder range is inherently skewed and we'd need a new and different system to make it work.


Having guns everywhere is fine as long as a GM doesn't make everyone who wields guns a Gunslinger. There's a rather large difference between being a Gunslinger and simply being proficient in it, which imo, nearly everything should be the latter, if at all.


Something to consider for game mechanics, there are no options for modern body armor. So, if guns are everywhere than breastplates are no where and the melee weapon users have the same hit advantages as guns. Also, Pathfinder already has extremely long range weapons in Composite Bows but we rarely see engagements out that far, the game sets players up in corridors, caves and city settings more often than not where you are rarely more than a single charge from melee. If you are following the same design for your campaign than firearms will probably not outshine other options too much. heck, since you can multi-shot a bow and reload them as a free action you can technically get more shots out of a bow (and with better flat modifiers thanks to so easily getting a composite rated bow) than with a pistol or rifle.

Power attack and two handing a club with a class that supports melee will easily out damage a shotgun in Pathfinder mechanics and the club doesnt need to be reloaded.


Statboy wrote:
Guns are a substantial improvement to ranged combat.

They really aren't though. There's a reason why basically no one uses guns except for the class entirely built around them. Guns Everywhere makes it easier to do because you only need a one level gunslinger dip, but for anyone who doesn't go that route they just end up being slightly better crossbows and crossbows are terrible.


A Monk would be a melee god. High touch AC, and Deflect Arrows.


Athaleon wrote:
Whoa, something got broken there and it's too late to edit. Basic rifles are about $500 US and nice handguns are about the same (cheap handguns are even cheaper).

As mentioned before the "modern" firearms are WW1 era.

A WW1 Mosin-Nagant had a unit price for manufacturer of 22.50 USD (Built under contract for the Russian government in the US. Russia was so desperate for guns in WW1 they'd even buy lever actions if you could make them in 7.62x54R). With retail markup that's about a month's wages for a lower class worker in the 1910s.

(also most of the price for modern firearms is accessories and feeding them)


I have toyed around with an idea for a campaign that has guns at about the 1800 level of tech, but they have had them for almost 300 years. Long enough to develop plate that will stop hand guns, and super expensive versions that would stop a riffle.

They also have come up with different types of ammo.

Keeping revolvers and repeating rifles out of the weapon list should really even up odds. Home rule that loading a barrel takes 1 round, period.


I once played a ranger (with a homebrew "gun fighting style") in a Wyld West themed campaign (no gunslingers in the party, and we met none before the game petered out) and had a blast while it lasted.


So thinking it over further, a guns everywhere game with reliable, non misfiring guns, makes firearms usable for the masses. Due to the existing rules structure they would be worthwhile for low level characters who would really need that touch ac to land a hit or higher level characters without a reliable way to boost their attack values. PCs being hero types with high stats can usually pull off really good accuracy and easily add a few extra points of damage with a composite bow which makes arrows just a little bit better than firearms. unless everyone is getting DEX to damage with firearms, bows would still be more lethal in the hands of a PC. If everyone gets DEX to damage with fire arms than TWF with Pistols becomes king at mid-high levels, outpacing even rifles. Static modifiers are just that good compared to damage die. Weirdly enough and as i mentioned above, if everyone is used to firearms making armor obsolete than no one is wearing armor to defend against the PCs arrows.

Concealment and Cover replaces armor as the go to defense as well. i would probably try some house rule that you acn still get a 10% mischance for taking cover behind something that isnt hard enough to stop bullets.

So if you want guns everywhere without incentive to still use bows than i would make DEX to damage automatic and make all monsters have very high natural AC.


Pathfinder Starfinder Society Subscriber

I would imagine that Starfinder will have to address this issue, as it is basically a "guns everywhere" setting.


Easist way to do Guns Everywhere is to get rid of the silly Touch Attacks and Misfires.

'Strength Rated' firearms have a larger caliber and stronger chamber loaded with more powder carrying more force and delivering greater recoil.

I like dual-action revolvers and repeating rifles, and don't like a district Gunslinger class.


David knott 242 wrote:

I would imagine that Starfinder will have to address this issue, as it is basically a "guns everywhere" setting.

Which is something else i have been thinking about lately. did you catch James Sutter's comment last night that a Starfinder characters couldn't drop into Pathfinder since the underlying game mechanic and math balance is different? i am really interested in how they adjusted the system for that.


kyrt-ryder wrote:

Easist way to do Guns Everywhere is to get rid of the silly Touch Attacks and Misfires.

'Strength Rated' firearms have a larger caliber and stronger chamber loaded with more powder carrying more force and delivering greater recoil.

I like dual-action revolvers and repeating rifles, and don't like a district Gunslinger class.

This would leave firearms as exotic bows then, yeah? pay a feat to change the x3 crit modifier to an x4 modifier. you cant many shot a pistol but you can one hand it with a shield. aside from that and spending some actions to reload every other round a gun is a bow? Its different enough to be interesting i suppose. it could be fun to have a pistol and shield character...


Pathfinder Starfinder Society Subscriber
Torbyne wrote:
David knott 242 wrote:

I would imagine that Starfinder will have to address this issue, as it is basically a "guns everywhere" setting.

Which is something else i have been thinking about lately. did you catch James Sutter's comment last night that a Starfinder characters couldn't drop into Pathfinder since the underlying game mechanic and math balance is different? i am really interested in how they adjusted the system for that.

So am I. I would not be surprised if many of the changes were driven by the question "How can we make combat in a 'guns everywhere' setting work?"


David knott 242 wrote:

I would imagine that Starfinder will have to address this issue, as it is basically a "guns everywhere" setting.

It's a "lasers everywhere" setting. That's way beyond "flintlocks everywhere", which is really what the OP is proposing.


Pathfinder Starfinder Society Subscriber
Drahliana Moonrunner wrote:
David knott 242 wrote:

I would imagine that Starfinder will have to address this issue, as it is basically a "guns everywhere" setting.

It's a "lasers everywhere" setting. That's way beyond "flintlocks everywhere", which is really what the OP is proposing.

Do we actually have confirmation that a starting player character can afford a laser pistol?

Still -- Regardless of details, we can be pretty sure that starting level player characters will have access to ranged weapons that are at least as effective as the "advanced" firearms described in Ultimate Combat. Even with that bare minimum assumption, starting level Starfinder characters would have ranged combat abilities beyond those of a 1st level Gunslinger in Pathfinder. The implications of that change would necessarily ripple through the Starfinder combat rules.


Torbyne wrote:
kyrt-ryder wrote:

Easist way to do Guns Everywhere is to get rid of the silly Touch Attacks and Misfires.

'Strength Rated' firearms have a larger caliber and stronger chamber loaded with more powder carrying more force and delivering greater recoil.

I like dual-action revolvers and repeating rifles, and don't like a district Gunslinger class.

This would leave firearms as exotic bows then, yeah? pay a feat to change the x3 crit modifier to an x4 modifier. you cant many shot a pistol but you can one hand it with a shield. aside from that and spending some actions to reload every other round a gun is a bow? Its different enough to be interesting i suppose. it could be fun to have a pistol and shield character...

Really for Nobunaga era guns (~1575. His mastery of their use revolutionized the battlefield and allowed him to unite* the country. Predates plenty of core stuff like the rapier.) I'd just stats them as a super heavy crossbow. 3 full round actions to reload, 4d8 damage, 120 foot range with rapid reload taking a round off. Matches the general stats comparative to a bow of the time, keeps them useful for strategic level fights while rendering them an "opening volley" or unreachable foes for tactical combat and doesn't reinvent the wheel.

*he was actually killed before it officially happened, but everything after that was just continuing his plans


David knott 242 wrote:
Drahliana Moonrunner wrote:
David knott 242 wrote:

I would imagine that Starfinder will have to address this issue, as it is basically a "guns everywhere" setting.

It's a "lasers everywhere" setting. That's way beyond "flintlocks everywhere", which is really what the OP is proposing.

Do we actually have confirmation that a starting player character can afford a laser pistol?

Still -- Regardless of details, we can be pretty sure that starting level player characters will have access to ranged weapons that are at least as effective as the "advanced" firearms described in Ultimate Combat. Even with that bare minimum assumption, starting level Starfinder characters would have ranged combat abilities beyond those of a 1st level Gunslinger in Pathfinder. The implications of that change would necessarily ripple through the Starfinder combat rules.

Science Fiction roleplaying games have traditionally been far more lethal than standard D+D. I have yet to see ONE scifi game that did not feature energy weapons as starting gear. I don't think Starfinder will be the first.


Drahliana Moonrunner wrote:
Science Fiction roleplaying games have traditionally been far more lethal than standard D+D. I have yet to see ONE scifi game that did not feature energy weapons as starting gear. I don't think Starfinder will be the first.

Traveller. Although you could get laser pistols and rifles as starting gear, they were extremely expensive and many, if not most, characters couldn't afford them.

That said, Traveller itself was also "far more lethal than standard D+D." You didn't need to use laser pistols when you had a 50/50 shot of a one-hit kill using an ordinary 20th century automatic pistol.


Orfamay Quest wrote:
Drahliana Moonrunner wrote:
Science Fiction roleplaying games have traditionally been far more lethal than standard D+D. I have yet to see ONE scifi game that did not feature energy weapons as starting gear. I don't think Starfinder will be the first.

Traveller. Although you could get laser pistols and rifles as starting gear, they were extremely expensive and many, if not most, characters couldn't afford them.

That said, Traveller itself was also "far more lethal than standard D+D." You didn't need to use laser pistols when you had a 50/50 shot of a one-hit kill using an ordinary 20th century automatic pistol.

Which again, is leagues beyond the flintlock which is the standard tool for a Golarion gunslinger.


That assumes that laser weapons are going to be super lethal. Who says they won't just be doing 1d6 damage per shot or something?


If it's based on Pathifnder/3.X I assume the core combat mechanics/balancing will remain largely untouched. I.e not hyper leathal


Squiggit wrote:
That assumes that laser weapons are going to be super lethal. Who says they won't just be doing 1d6 damage per shot or something?

Long and short of it? that would be massively disappointing.

"Here is an 8th generation laser rifle, it has a range increment of 100' and deals 2D6 damage."

"Here is a composite longbow, it has a range increment of 120' and deals 1D8+4str mod damage"

guess which one i am going to use?

"Also? What tool spent 3,000 years to build a crappier composite longbow?"

Unless of course they have some handwavium side bar about how bows really only do 1D4 damage and cant hurt people with space armor on ever.


Pathfinder Starfinder Society Subscriber

We basically don't know anything at this point about the cost or effectiveness of lasers or firearms in the Starfinder setting. If laser pistols don't do more damage than bows, they could still be lighter or more accurate or easier to use (by not requiring Starfinder's equivalent to martial weapon proficiency, for example). Alternatively, they could do much more damage and be unaffordable by low level characters.

Sovereign Court

Monks become much better. Both because they have a high touch AC, Deflect Arrow becomes more useful, and their speed helps them close to melee - which is awesome if they take Step-up and have Combat Reflexes.

Snake Style becomes a solid choice for everyone with decent Sense Motive.

1 to 50 of 54 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Does "Guns Everywhere" change the combat dynamic? All Messageboards

Want to post a reply? Sign in.