Elicoor |
11 people marked this as a favorite. |
From a quick read-through, my first impression about the class is very mixed : there are a lot of nice options, like Cauterize, or Blast Lock, that give color and depth to a Gunslinger character type; but on the other side, a few options give a really cartoonish feeling :
- Black powder boost (especially the vertical boost)
- Rebounding assault (I can accept the damage combination and 1d6 precision damage when both weapons hit, but the throwing weapon that rebounds into the gunslinger's hand breaks the suspension of disbelief for me, even in a fantasy world with magic)
- Instant return (this one really made me think about old warner bros. cartoons in which bullets could be intercepted in the gun cannon and shot back before exploding)
I think a lot of these effects come from balance issues, but they tend to break immersion due to being too implausible.
I'll try to complete this post later, after making tests in my playgroup.
Sporkedup |
3 people marked this as a favorite. |
Both classes seem to dip a bit into the goofier side. I can see why it's not for everyone, though I enjoy it.
This feels like a more natural evolution in the world, given what I know about the Paizo staff. They seem to really enjoy some lighter-hearted shenanigans, and I guess I'm not surprised that those are finally leaking into their rules.
I wouldn't be surprised to see these softened up a bit, so that they can fit a slightly more serious campaign if need be.
Elicoor |
4 people marked this as a favorite. |
Except it's not magic and not supposed to be magic. And the "cool" factor doesn't compensate for everything that feels off in these class features.
The goofy side of the inventor didn't impact me as much, especially as you have Explode as their first class feature, and their Unstable keyword, that immediately says "things won't work as expected"
The-Magic-Sword |
20 people marked this as a favorite. |
To me, it really speaks to the idea that Martial characters are supernatural by real-world standards. Which I take for granted anyway just because of the things that they can damage with their attacks, and the ridiculous punishment they can take. I actually built an explanation for it into my setting, so I'm not getting cartoonish vibes myself.
beowulf99 |
1 person marked this as a favorite. |
I had the same initial reaction to instant return and to a smaller degree, blast lock.
Really I just don't like the idea of Blast Lock existing as a thing. Shooting a lock shouldn't be a "feat", it's really just something anyone with a pistol "can" do. And using the rules for unlocking the lock rather than breaking it is a mistake imo. If you shoot off a lock, you can't just pick it back up and re lock it (assuming it's a padlock).
Black Powder boost is a little odd, I'll grant you, and rebounding assault is too, but they don't break immersion so to speak as badly as Instant Return.
Does the plucked bullet come with powder? Did you just load powder into the gun before the bad guy shot? or is loading the powder baked into your miraculous catching of the bullet?
Then again, this is in a world where Cloud Jump exists, allowing someone to leap frankly ridiculous distances with no magical assistance. So. ¯\_(ツ)_/¯
Darksol the Painbringer |
5 people marked this as a favorite. |
There are plenty of Looney Tunes level shenanigans in this game without even dipping into classes. Legendary/Planar Survivalist? You're literally able to eat, drink, and breathe (or not breathe) in Hell, Heaven, Purgatory, the Bone Yard, and the empty mass of Space itself. Legendary Cat Fall? You're literally able to not take falling damage. You could sky dive without a parachute or other form of safety protection and come out unscathed. Maybe dirty from all the rubble and earth you rupture, but otherwise, no harm no foul.
Legendary Diplomat? End a fight in 6 seconds or less by talking. Scare to Death? Literally just have somebody die by looking at and/or yelling at them. Battle Medicine? Literally heal somebody from the brink of death with nothing but a free hand, a kit, and 2 seconds or less of real time.
If you want hyper-realism, this is not the system for you. The game has so many realism inconsistencies that I literally want to wake up Saturday morning with a bowl of cereal and turn on the T.V. to watch a marathon of Pathfinder Toons for a couple hours. (P.S. Why is this not a thing, Paizo? I'm sure there can be plenty of interest in a Pathfinder cartoon show of some kind.)
Angel Hunter D |
I had the same initial reaction to instant return and to a smaller degree, blast lock.
Really I just don't like the idea of Blast Lock existing as a thing. Shooting a lock shouldn't be a "feat", it's really just something anyone with a pistol "can" do. And using the rules for unlocking the lock rather than breaking it is a mistake imo. If you shoot off a lock, you can't just pick it back up and re lock it (assuming it's a padlock).
Black Powder boost is a little odd, I'll grant you, and rebounding assault is too, but they don't break immersion so to speak as badly as Instant Return.
Does the plucked bullet come with powder? Did you just load powder into the gun before the bad guy shot? or is loading the powder baked into your miraculous catching of the bullet?
Then again, this is in a world where Cloud Jump exists, allowing someone to leap frankly ridiculous distances with no magical assistance. So. ¯\_(ツ)_/¯
Blast lock bugs me too. Now, if shooting a lock outside of combat (or for more actions) is something everyone can do and the feat adds the critical and a lower action cost, then I can buy into it.
Krysgg |
2 people marked this as a favorite. |
beowulf99 wrote:Blast lock bugs me too. Now, if shooting a lock outside of combat (or for more actions) is something everyone can do and the feat adds the critical and a lower action cost, then I can buy into it.I had the same initial reaction to instant return and to a smaller degree, blast lock.
Really I just don't like the idea of Blast Lock existing as a thing. Shooting a lock shouldn't be a "feat", it's really just something anyone with a pistol "can" do. And using the rules for unlocking the lock rather than breaking it is a mistake imo. If you shoot off a lock, you can't just pick it back up and re lock it (assuming it's a padlock).
Black Powder boost is a little odd, I'll grant you, and rebounding assault is too, but they don't break immersion so to speak as badly as Instant Return.
Does the plucked bullet come with powder? Did you just load powder into the gun before the bad guy shot? or is loading the powder baked into your miraculous catching of the bullet?
Then again, this is in a world where Cloud Jump exists, allowing someone to leap frankly ridiculous distances with no magical assistance. So. ¯\_(ツ)_/¯
Destroying locks (and traps) is already actually a thing you can do, you just need to roll damage vs hardness of the object. I think what blast lock really does is allow you to effectively disable device for a lock with an attack roll. It would be nice if blast lock was just that bit more generic in that it actually let you disable device with a gun, that would let it effect traps in that way too.
Sporkedup |
beowulf99 wrote:Blast lock bugs me too. Now, if shooting a lock outside of combat (or for more actions) is something everyone can do and the feat adds the critical and a lower action cost, then I can buy into it.I had the same initial reaction to instant return and to a smaller degree, blast lock.
Really I just don't like the idea of Blast Lock existing as a thing. Shooting a lock shouldn't be a "feat", it's really just something anyone with a pistol "can" do. And using the rules for unlocking the lock rather than breaking it is a mistake imo. If you shoot off a lock, you can't just pick it back up and re lock it (assuming it's a padlock).
Black Powder boost is a little odd, I'll grant you, and rebounding assault is too, but they don't break immersion so to speak as badly as Instant Return.
Does the plucked bullet come with powder? Did you just load powder into the gun before the bad guy shot? or is loading the powder baked into your miraculous catching of the bullet?
Then again, this is in a world where Cloud Jump exists, allowing someone to leap frankly ridiculous distances with no magical assistance. So. ¯\_(ツ)_/¯
Well, regarding shooting a lock without blast lock... I'd probably just roll it more realistically. Successful shot? It opens! Unsuccessful? The lock is mangled and stuck.
Angel Hunter D |
1 person marked this as a favorite. |
Angel Hunter D wrote:Destroying locks (and traps) is already actually a thing you can do, you just need to roll damage vs hardness of the object. I think what blast lock really does is allow you to effectively disable device for a lock with an attack roll. It would be nice if blast lock was just that bit more generic in that it actually let you disable device with a gun, that would let it effect traps in that way too.beowulf99 wrote:Blast lock bugs me too. Now, if shooting a lock outside of combat (or for more actions) is something everyone can do and the feat adds the critical and a lower action cost, then I can buy into it.I had the same initial reaction to instant return and to a smaller degree, blast lock.
Really I just don't like the idea of Blast Lock existing as a thing. Shooting a lock shouldn't be a "feat", it's really just something anyone with a pistol "can" do. And using the rules for unlocking the lock rather than breaking it is a mistake imo. If you shoot off a lock, you can't just pick it back up and re lock it (assuming it's a padlock).
Black Powder boost is a little odd, I'll grant you, and rebounding assault is too, but they don't break immersion so to speak as badly as Instant Return.
Does the plucked bullet come with powder? Did you just load powder into the gun before the bad guy shot? or is loading the powder baked into your miraculous catching of the bullet?
Then again, this is in a world where Cloud Jump exists, allowing someone to leap frankly ridiculous distances with no magical assistance. So. ¯\_(ツ)_/¯
Did I miss them adding rules for damaging objects at some point? I thought that was something very difficult to do
WatersLethe |
3 people marked this as a favorite. |
Rebounding Assault is not my cup of tea. It's the melee/ranged Way, but suddenly you just like throwing your main weapon around (even if it's not officially a thrown weapon?) and you shoot it for some reason, then it bounces back for some reason?
Like, I don't mind a set of actions that lets you throw a weapon and shoot a gun at once, but the visuals on this are just wacky, and not cool wacky. I'd be okay with it in a build specifically focused on throwing weapons (Remember the Magnificent Seven knife guy?) but it's just in the wrong place as is.
Black Powder Boost is super wrong, not just because it's goofy, but because it's a skill feat and should be for bombs, not guns. Is anyone going to pay a class feat for this? A bit of extra distance on a jump you have to use up your ammunition and alert everyone in a mile to achieve? From a visual standpoint, I'm okay with Rocket Jumping with explosives, but shooting a regular gun to try to go further doesn't do it for me.
Blast Locks DEFINITELY should either be a thing guns can do, a thing any weapon can do, or not a thing. No way this should be a feat, unless blasting locks came with a chance of hurting yourself and this removed it. Or something along those lines.
Cauterize too is introducing rules for cauterizing wounds that has nothing to do with the class, but is stuck there for no apparent reason. Does cauterizing a wound provide a mechanical benefit? Make it a general rule, or add it as a Medicine feat.
Called Shot is in the same boat. You're adding rules for attacking specific parts of a body, but locking them behind a gunslinger feat? Why can't a fighter make called shots with a bow or sword? Again, add the basic rule and have the feat improve it or reduce penalties, but don't act like no one in the history of the world has thought about targeting a foot to slow someone down without doing so with a gun.
Also, Called Shot shouldn't require you to use a ranged strike.
beowulf99 |
2 people marked this as a favorite. |
@ Angel Hunter D, This can be easily dealt with by the GM creating a "custom action" to shoot the lock. Or just allowing you to strike the lock anyway. That's the point of playing a TTRPG after all, having the freedom to do things that a more streamlined game didn't/can't account for.
The main rub for me with Blast Lock is how the lock is just fine after unlocking. You didn't shoot a lockpick into the lock. You shot the lock with a bullet. That lock shouldn't be operable after that, but as written, it's perfectly fine.
Perhaps if they added a "broken" state to the lock after successfully unlocking it with Blast Lock, it wouldn't rub me as wrong. Even then though, I'm not a fan of needing a feat for something anyone with a gun should be able to do.
Krysgg |
1 person marked this as a favorite. |
Did I miss them adding rules for damaging objects at some point? I thought that was something very difficult to do
You could always damage traps. Random objects is a bit up in the air, there are stats to determine how much health/hardness random objects should have, although still isn't an explicit action to damage them with weapons (but they can certainly be broken by area effects). Then again, while there are mentions of attacking traps to destroy them in the APs, technically you can't Strike them either (despite them having both AC and health). Assuming you should be able to strike objects (like traps!), you can destroy them with a gun as is. I sorta forgot that this was debatable as it was one of the things my group decided should work almost as soon as the system came out.
The main rub for me with Blast Lock is how the lock is just fine after unlocking. You didn't shoot a lockpick into the lock. You shot the lock with a bullet. That lock shouldn't be operable after that, but as written, it's perfectly fine.
Perhaps if they added a "broken" state to the lock after successfully unlocking it with Blast Lock, it wouldn't rub me as wrong. Even then though, I'm not a fan of needing a feat for something anyone with a gun should be able to do.
I think blast lock letting you disable device, but you also cause the broken condition is a pretty reasonable feat.
DrakoVongola1 |
6 people marked this as a favorite. |
I'm really surprised people are upset that this is too cartoony.
Pathfinder is known by many communities as the "anime-esque" version of DND due to the power scaling and stuff.
I absolutely love it.
Some people get really upset when their game about throwing lightning bolts at dragons isn't a realistic life sim
WatersLethe |
5 people marked this as a favorite. |
I'm really surprised people are upset that this is too cartoony.
Pathfinder is known by many communities as the "anime-esque" version of DND due to the power scaling and stuff.
I absolutely love it.
I'm tolerant of cartoonishness to a certain extent. That being said "cartoonish" and "anime-esque" are very different things.
Like a rocket jump in team fortress is silly and dumb, but whatever, it's fun. Using your gun to Yosemite Sam through the air is a bit too far.
If I had the time I'd create a list of examples on either side of the arbitrary line, but in the mean time I ask that people accept that it's fine for some people to say something has crossed their cartoonish tolerance line while for others it hasn't.
It's not useful to say "This one weird thing was added a while back, therefore everything is fair game. Looney Toons are canon now"
Caralene |
1 person marked this as a favorite. |
Caralene wrote:I'm really surprised people are upset that this is too cartoony.
Pathfinder is known by many communities as the "anime-esque" version of DND due to the power scaling and stuff.
I absolutely love it.
I'm tolerant of cartoonishness to a certain extent. That being said "cartoonish" and "anime-esque" are very different things.
Like a rocket jump in team fortress is silly and dumb, but whatever, it's fun. Using your gun to Yosemite Sam through the air is a bit too far.
If I had the time I'd create a list of examples on either side of the arbitrary line, but in the mean time I ask that people accept that it's fine for some people to say something has crossed their cartoonish tolerance line while for others it hasn't.
It's not useful to say "This one weird thing was added a while back, therefore everything is fair game. Looney Toons are canon now"
where did I say it's unacceptable to have that opinion?
I just think it's wrong and silly, and contributes to martials being less interesting.
Angel Hunter D |
1 person marked this as a favorite. |
@ Angel Hunter D, This can be easily dealt with by the GM creating a "custom action" to shoot the lock. Or just allowing you to strike the lock anyway. That's the point of playing a TTRPG after all, having the freedom to do things that a more streamlined game didn't/can't account for.
The main rub for me with Blast Lock is how the lock is just fine after unlocking. You didn't shoot a lockpick into the lock. You shot the lock with a bullet. That lock shouldn't be operable after that, but as written, it's perfectly fine.
Perhaps if they added a "broken" state to the lock after successfully unlocking it with Blast Lock, it wouldn't rub me as wrong. Even then though, I'm not a fan of needing a feat for something anyone with a gun should be able to do.
We're not talking about your house rules, we're talking about official rules because this is a playtest.
That aside, not breaking the lock does indeed seem odd.
Angel Hunter D wrote:Did I miss them adding rules for damaging objects at some point? I thought that was something very difficult to doYou could always damage traps. Random objects is a bit up in the air, there are stats to determine how much health/hardness random objects should have, although still isn't an explicit action to damage them with weapons (but they can certainly be broken by area effects). Then again, while there are mentions of attacking traps to destroy them in the APs, technically you can't Strike them either (despite them having both AC and health). Assuming you should be able to strike objects (like traps!), you can destroy them with a gun as is. I sorta forgot that this was debatable as it was one of the things my group decided should work almost as soon as the system came out.
beowulf99 wrote:I think blast lock letting you disable device, but you also cause the broken condition is a pretty reasonable feat.The main rub for me with Blast Lock is how the lock is just fine after unlocking. You didn't shoot a lockpick into the lock. You shot the lock with a bullet. That lock shouldn't be operable after that, but as written, it's perfectly fine.
Perhaps if they added a "broken" state to the lock after successfully unlocking it with Blast Lock, it wouldn't rub me as wrong. Even then though, I'm not a fan of needing a feat for something anyone with a gun should be able to do.
Traps are a little different than objects. Locks aren't (usually) traps. Unless it's explicit somewhere I'm not a fan of the variance this will get.
WatersLethe |
DM_aka_Dudemeister wrote:This is why martials don’t get nice things.OMG, right??!?!
"WE DONT GET ENOUGH CRAZY COOL ABILITIES! MARTIALS AREN'T COOL!"
>get new abilities
"BUT THESE AREN'T NORMALLY PHYSICALLY POSSIBLE!"
You don't need to mock people's opinions.
I personally do not like Black Powder Boost because the visual is too ridiculous for me. The mechanical effect is not a problem. In fact, it's too weak for its level potentially, given it costs money to fire a bullet and makes a loud noise.
It also is in an awkward level space where it's too low level to have the really cool things be handwaved by epicness (I mean, a high level character could flap their arms to fly at some point), and it's too weak and awkward and uncool to "rule of cool" it.
All it would really take to fix it is to adjust the visuals or description. Heck, throwing down an explosive charge as you leap would probably do it for me.
That or save it for some kind of zero-g situation where it would be cool as heck.
Charon Onozuka |
4 people marked this as a favorite. |
Rebounding Assault is not my cup of tea. It's the melee/ranged Way, but suddenly you just like throwing your main weapon around (even if it's not officially a thrown weapon?) and you shoot it for some reason, then it bounces back for some reason?
Like, I don't mind a set of actions that lets you throw a weapon and shoot a gun at once, but the visuals on this are just wacky, and not cool wacky. I'd be okay with it in a build specifically focused on throwing weapons (Remember the Magnificent Seven knife guy?) but it's just in the wrong place as is.
This. Not only is the ability silly, the theme doesn't really seem to match the core purpose of the class path. Especially since Rebounding Assault is a default part of a class path rather than a more optional feat. I'd much prefer to see more silly abilities like this as feats you can buy into or ignore rather than as something you're compelled to take.
Ascalaphus |
4 people marked this as a favorite. |
Yeah, I find Rebounding Assault a bit goofy. Fine, not the end of the world. What I don't like is that it's not really a choice - if I want the other parts of the Drifter way, I get this silly thing instead of a milestone ability that I'd actually like.
So yeah, switching it to a feat you might or might not take, would help.
theplayerofx |
the tone of the play test seems off. there isnt any out right cartoonish things in the core book. but this is like a whole class where all its feats come from tom and jerry. its very in your face and is strange. im wondering what else this book will have if this is the type of things they have for a class. i want my sonic anime OC now. smh
Darksol the Painbringer |
2 people marked this as a favorite. |
DM_aka_Dudemeister wrote:This is why martials don’t get nice things.OMG, right??!?!
"WE DONT GET ENOUGH CRAZY COOL ABILITIES! MARTIALS AREN'T COOL!"
>get new abilities
"BUT THESE AREN'T NORMALLY PHYSICALLY POSSIBLE!"
Well, there are a couple other cool options currently implemented that don't break realism that are just very underwhelming in comparison, which is precisely why people are probably up in arms about it.
Let's take our token "cartoon" feat, Black Powder Boost. At first glance, it looks cool and flavorful. It lets you fire a loaded firearm for added propulsion when you leap, which you can do after you know the result of your leap, but before its results take place. Sounds neat, right? Let's put that sentence under further reasonable scrutiny:
It lets you fire a loaded firearm (any firearm, meaning a little pea shooter has as much punch to pack as a bigger or heavier firearm) for added propulsion (again, regardless of what firearm type you use, it gives the same amount of distance) when you leap (but not when you Long Jump or High Jump, or even when Flying), which you can do after you know the result of your leap, but before its results take place (a non-sensible limitation here when the Leap action already quantifies how far your leap is).
As it stands under said scrutiny, it's poorly written with no regard to the realism of what people would expect this to do, hence why people are up in arms about it. This is borderline Looney Toons level of power and intent with very little flexibility in application. Don't get me wrong, I understand it's a playtest, and I understand that it's not hyper-realistic for balance/simplicity purposes, but this is the kind of thing that players are upset about.
Compared to a feat like Deflecting Shot, which is relatively cool and isn't as difficult or ridiculous to explain in the grand scheme of things (though again, it being firearm-type independent is a little silly here), but it's also much weaker for what you pay for it, and takes twice as many levels and has much more of an effective cost to be able to do. Or feats like Cauterize and Blast Lock, which are cool, flavorful, and realistic, but underwhelming and niche in use.
PossibleCabbage |
10 people marked this as a favorite. |
I'd prefer to see "throw your sword, and then shoot it with a gun so that it bounces back to your hand" replaced with something else, honestly.
That might be a thing you unlock with a feat, but it shouldn't be a core part of one of the paths. Feats at least have the built in "if you think this is silly, take something else."
WatersLethe |
2 people marked this as a favorite. |
I might not be as hard on Rebounding Shot if it were a feat. I can see someone reading their feat options them and me laughing at how ridiculous it is and maybe even taking it for fun. Putting it up front with the path options makes it seem like the whole class might not be taken seriously.
Sibelius Eos Owm |
5 people marked this as a favorite. |
I appreciate some of the more extraordinary physics going on in PF2, especially as things clear into the legendary tier, like Cloud Jump, but even for me, shooting a weapon to make it rebound is a touch hard to swallow. I love shooting the weapon to make it deal extra damage, but having it then fly back into your hand feels comical in a way that leaping 100' into the air just doesn't. For me it's not even necessarily how much it strains plausible physics, it just doesn't feel like a thing that should happen necessarily. Granted, it does take until level 9, so it's not exactly a low-level thing (which especially eases up my objections on the verisimilitude angle). Still, it doesn't feel like a drifter-exclusive; it should be available to any sword-and-gun wielder if it stays in.
On the other hand, the black powder boost feels 100% like something I love to see. Just add a 10' boost to your jump distance. Whether it's too weak for the cost or not is something I'll leave to the experts, but I love the flavour completely. Do note for the record that it does explicitly include Leaps made as a part of a Long Jump, contrary to Darksol's analysis above.
Blast Lock doesn't bother me at all, except for the lack of damage to the lock. Even if a gun most likely doesn't have nearly the damage capacity to destroy a lock irl, it's a super common trope to shoot the lock. At the very least shooting it causing a disruption to the internal mechanism should leave an identifiable mark, whether or not the lock is physicaly broken by the shot.
Return Shot... well it's basically the gun-equivalent of whichever feat lets you catch and return arrows. Catching a bullet is pretty silly, but by level 16 I'm okay with accepting some absolutely extraordinary actions and unlike Rebounding Shot at least the physical mechanism feels more intuitive how it happens.
Sibelius Eos Owm |
1 person marked this as a favorite. |
Rebounding Shot, shooting your thrown weapon to speed it up and case more damage, awesome!
Making it simultaneously sproing back into your hand as well? Not so much.
Return Shot isn’t silly at all, it’s superhuman badassery.
Would you look at that. Three lines and it sums up everything I was thinking so much more elegantly than I did. Kudos, Rysky!
WatersLethe |
Return Shot bothers me only because it seems to pop out of nowhere. At least with Monk you have to start by laying the groundwork with Deflect Arrow. Like, up until that point I wouldn't have even considered a Gunslinger could grab a bullet.
That being said, I would appreciate more Wanted themed abilities like curving bullets, or shooting through crazy, convoluted trajectories.
Darksol the Painbringer |
1 person marked this as a favorite. |
For Rebounding Assault, I think it tries too hard to cover the fact that the ability doesn't work if you actually build towards it in a way that you can keep doing it over and over again, when, if reworded correctly, would actually work out alright.
Let's take a 9th level Drifter Gunslinger. He's got a +1 Striking Returning Spear with a +1 Striking Ghost Touch Firearm/Crossbow. He makes his ranged strike with the Spear against a baddie in range and hits, awesome. However, the strike the Spear makes is now complete, and now the player is moving on to the Firearm strike. This means the Spear teleports back into the wielder's hand, as the strike with the Spear has resolved, which means there is no weapon to fire at! Per RAW, the strike would not take place, as the intended target is a weapon that is no longer there. Or, if it's ruled it takes place anyway, the attack is just resolved normally.
I really don't think that's intended. Maybe it is, though, as it makes players have to choose to commit to defeating the enemy. But as you get higher levels, a single D6 really starts to lose value compared to keeping your melee weapon around to shrug off sneaky/oncoming baddies, though it's nice for overcoming resistances or making optimal use of your MAP if you absolutely have to.
In my opinion, a simple "other effects that would resolve after a strike made with the wielded weapons do not resolve until after this action ends" clause could really fix this weird interaction I discovered when I put this ability under scrutiny.
Milo v3 |
6 people marked this as a favorite. |
I am fully on board with these flavourful flashy options to combat and utility, and would be immensely disappointed to see them go.
when you leap (but not when you Long Jump or High Jump, or even when Flying), which you can do after you know the result of your leap, but before its results take place (a non-sensible limitation here when the Leap action already quantifies how far your leap is).
Just a quick clarification on this, High Jump and Long Jump actions include a Leap action inside of them, so it can apply in those situations without issue.
OCEANSHIELDWOLPF 2.0 |
2 people marked this as a favorite. |
Rebounding Shot, shooting your thrown weapon to speed it up and case more damage, awesome!
Making it simultaneously sproing back into your hand as well? Not so much.
Return Shot isn’t silly at all, it’s superhuman badassery.
This one was super weird. It makes non-thrown weapons into throwable weapons that you can supercharge by shooting them, without so much as damaging them, and then this possibly-only-recently-or-until-in-your gunslinging-hands-nigh-unthrowable-weapon now also because-of-how-well-you-didn’t-shoot-it-into-smithereens-but-made-it-impel- harder returns into your hand. All awpsum. So silly. Can I have two?
Lechteron |
1 person marked this as a favorite. |
So for Rebounding Assault what might work better is making it more reliable but also more dangerous. What I mean is let it make weapons throwable (that's fine even if throwing a whip at someone is really odd) and you shoot the target at the same time and both attacks hit the same place on the target thus the extra precision damage. From there you can, as a free action, draw another weapon or stride to the target and use an interact action to grab your thrown weapon.
It's more reliable in that you can always retrieve the weapon or draw another one instead of both attacks needing to hit but more dangerous in that you're doing multiple things that might trigger opportunity attacks and the whole thing is much easier to conceptualize and make sense of and it maintains the mobility theme that drifter has.
Ravingdork |
7 people marked this as a favorite. |
Rebounding Shot, shooting your thrown weapon to speed it up and case more damage, awesome!
Making it simultaneously sproing back into your hand as well? Not so much.
I'm not worried about the balance, but the imagery is simply WAY over the top. Talk about jumping the shark. The momentum of your bullet is literally moving in two opposing directions. Is it pushing the weapon deeper? Or is it bouncing it back towards you? I just don't see how it could be doing BOTH.
Just a quick clarification on this, High Jump and Long Jump actions include a Leap action inside of them, so it can apply in those situations without issue.
Seems a moot point to me. Could you elaborate?
Rysky |
11 people marked this as a favorite. |
I LOVE Rebounding Assault. Don't you dare to change it paizo! :D
Let me paint you a picture.
I throw my Rapier at the person 10 feet away from me.
I shoot the hilt of my rapier with my crossbow.
The rapier impales my target.
The rapier then un-impales my target and flies back to my hand.
All without any supernaturalness involved.
Suspension of disbelief didn't break, it got took out back and shot.
Rysky |
2 people marked this as a favorite. |
Shooting something to bounce it to you isn't that out there, it's the "shoot something to speed it up and then cause it to reverse and fly back to you without any supernatural elements" that causes stuff to break.
It's up there with letting characters use the Konami Code to get their health/spells back.
It's too over the top. Too silly.
Ravingdork |
3 people marked this as a favorite. |
I mean, why would someone waste a bullet just to make another weapon go a little deeper, when you could have used that very same bullet on the target to greater effect?
Anime-level plausible would be something like "I don't shoot the weapon, I shoot you and have the bullet bounce off your BONES or armor to hit the weapon from the other side and knock the weapon out." But the ability doesn’t say anything remotely like that.