GM notes on play test session


Guns and Gears Playtest General Discussion


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I decided to re run a few adventure path encounters my group recently played to minimize the amount of prep I had to do :p The original group was all 4th level. We had a Champion Tank, Cat Barbarian damage dealer, Persicion Crossbow Ranger damage dealer, Abjuration Wizard support and damage and Alchemist support and damage. In the re run the Ranger was swapped for a drifter gunslinger with a single dueling pistol and the barbarion was swapped for and armor inventor rocking a blunderbuss

We talked after, and some of what I’m sharing are my observations and some of it is what the players expressed to me.

The gunslinger was almost a direct down grade from the ranger. The gunslinger had a higher chance to hit and the possibility of two strikes per turn. A 2d6+2 into a fatal 3d10+2 while the ranger was doing 2d10+1d8+2. When using his 2nd level feat hunters aim (why is the gunslinger version level 8?) his attack bonus was the same as the gunslinger. He enjoyed not having to hunt prey and used risked reload almost every round. He told me that the 8th level deed rebounding strike sounded ridiculous and he wouldn’t use it even if he had it. He had no interest in duel wielding, but wanted to be like the gunslinger from the Idris Elba movie Dark Tower.

I’ll be honest, I kinda twisted the barbarians arm to play the inventor and had to nearly build the character for him but in the end he said he had a ton of fun. I won him over by giving him a shotgun (blunderbus). The resists he gained from only came up once, his innovation almost forgotten about. He loved Overdrive and his unstable actions (explode, explosive leap and megaton strike). He began both fights with overdrive and explosive leap (very similar to rage and sudden charge).

age of ashes spoilers:
Ralldar is the “Boss” encounter and Malarunk is the “cultist” encounter

The first fight was against a “big boss” one size larger level 7 baddie. Admittedly the gunslinger was rolling poorly but in 9 strikes they got 2 hits and 1 critical. With an attack bonus 4 lower than the gunslinger the inventor still hit 2 out of 4 strikes, and with the blunderbuss dealing splash on a miss the inventor easily out damaged the gunslinger.

The second fight was against a bunch of “cultists” one leader and 4 mooks. The gunslinger cleaned up in this fight. First strike was a crit that outright killed a mook. This fight he made 6 strikes, 2 crit a and 4 hits resulting in 3 killing blows. The inventor got a megaton strike crit for 42 damage to finish the leader and the fight.

In conclusion the gunslinger felt underwhelmed, even in the second fight largely due to his hits doing the same as the inventors hits. Maybe this just comes down to the pistol vs the blunderbuss? The inventor said to me “I didn’t know inventors were damage dealers, and that unstable stuff was a blast” yes I facepalmed at the pun too.


Why did the gunslinger take the Way they wouldn't use? If they had no interest in dual-wielding they shouldn't have taken the option based around dual-wielding...


Milo v3 wrote:
Why did the gunslinger take the Way they wouldn't use? If they had no interest in dual-wielding they shouldn't have taken the option based around dual-wielding...

I don't think the other ways would have made much of a difference at lvl 4


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He chose it for the free stride on turn one. He said with such short range (he’s used to 120ft) it would help him get into position on turn one, and it did both combats.


I guess the gunslinger aiming feat is level 8 because they already have expert proficiency whereas the Ranger feat seems to be a patch on that for a hefty two action cost

Might be wrong though

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