| Kelazan |
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I have been working on homebrew gun rules a few weeks before I got suprised by the Guns and Gears playtest, and while I liked a few of the ideas advanced by Paizo's team, I still feel like my take is worth sharing.
I personally feel like that Paizo wanted guns to be huge critters balanced around a short range, but that they went overboard with that concept, maybe trying to distance guns from potential martial crossbows. The design centered heavily around crits also make the weapons less than optimal for classes other than the Gunslinger and Fighter in my opinion. I feel like guns should be viable for every class if you want to run a gunpowder campaign.
I also tried to aim for that general design goal of crits and short range, but took a different route, mostly based around a few new weapon traits I feel are decently balanced for reload weapons like guns. I didn't touch the misfire rules or the rarity.
KELAZAN'S WEAPON TRAITS
Point Blank = The weapon gains a +1 circumstance bonus to damages under the noted range. This damage increase to 2 with Greater Striking Runes. This damage is always Piercing.* (*meaning a point blank shot can trigger both Bludgeoning and Piercing weaknesses, without going for the odd Versatile trait with bullets)
Inaccurate = The attack penalty for each range increment past the base weapon range increases by 1 (-3/-5/-7/etc.
Ball = A scatter weapon with this trait can be loaded with cannon balls, replacing the Scatter trait with a larger damage dice.
Burst = A ranged weapon with this traits reduces its MAP by 1 by increment if the previous attack was against the same target. (basically a limited Agile)
Scatter = A weapon with this trait inflicts a number of piercing splash damages equal to the number of weapon dices rolled in a 15’’ cone. The target must occupy a square in the cone. The cone is formed in a straight line from the shooter's position, inside the weapon's range.
Unsteady = As Paizo's version, but the penalty is also removed when Prone.
KELAZAN'S GUNS
Handgun (Simple, 6 GP)
1d6 B
40 feet range
2 hands
reload 1
Deadly d10, Point Blank (20’’), Inaccurate
Pistol (Simple, 5 GP)
1d4 B
20 feet range
1 hand
reload 1
Deadly d8, Point Blank (10’’), Inaccurate
Heavy Pistol (Mastial, 10 GP)
1d8 B
30 feet range
1 hand
reload 1
Deadly d10, Point Blank (15''), Inaccurate
Blunderbuss (Martial, 12 GP)
1d8 B
20 feet range
2 hands
reload 1
Scatter, Inaccurate, Fatal d12
Arquebus (Martial, 10 GP)
1d12 B
80 feet range
2 hands
reload 1
Deadly d12, Point Blank (40''), Inaccurate, Unsteady
Musket (Martial, 12 GP)
1d10 B
60 feet range
2 hands
reload 1
Deadly d12, Point blank (30''), Inaccurate
Pepperbox (Martial, 12 GP)
1d6 B
20 feet range
1 hands
reload 1 (1 action x 6 barrels)
Burst, Inaccurate
Repeater Carbine (Martial,15 GP)
1d8 B
40 feet range
2 hands
reload 1 (1 action x 6 barrels)
Burst, Inaccurate
Bombard (Martial, 12 GP)
1d10 B
40 feet range
2 hands
reload 1
Scatter, Inaccurate, Unsteady, Ball (d12)
Dragoon (Martial,10 GP)
1d8 B
20 feet range
1 hand
reload 1
Inaccurate, Scatter
Rifle (Advanced, 15 GP)
1d8 B
80 feet range
2 hands
reload 1
Fatal d12, Sniper, Point Blank (45'')
| Tavaro Evanis |
Thank you for sharing! I welcome an even deeper dive into firearms for PF2, but the game didn't need a "gunslinger" class. I would argue that the current number of classes is already sufficient, but develop additional subclasses, feats, skills, dedications, etc. How cool would it be to have a "guns and gears" sourcebook where ALL classes would benefit? The system-spanning flavor offered by generalized sourcebooks would be invaluable. I understand that additional classes are a moneymaker, but lateral system development is a key way to retain players for the long term.