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Mercer's Gunslinger Martial Archetype: Good, Bad, or Ugly?
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<blockquote data-quote="Saeviomagy" data-source="post: 7264296" data-attributes="member: 5890"><p>Basically? It's a battlemaster, but slightly worse. You have to prioritise wisdom to get your superiority dice, but in exchange, they recharge if you crit or kill someone.</p><p></p><p>You have access to less manuevers than a battlemaster, you don't get access to grit until 7th level, and don't get maneuvers until 10th. When you use a manuever it doesn't benefit the attack's damage by default - you have to spend MORE grit to do that.</p><p></p><p>You CAN choose to burn all your grit on dealing extra damage, something a battlemaster can't do... but the times when that's going to be better than just buying one maneuver for each of 4 attacks probably won't be significant. Also your gun will be (much) more likely to blow up - whereas if you just did the same thing as a battlemaster, there wouldn't be any increased chance of that.</p><p></p><p>The biggest benefit they have is (eventually) a better crit range, and the ability to shoot through people. To be honest, I don't see those as being a big deal compared to the benefits of the battlemaster (bigger superiority die, more superiority dice, infinite superiority dice).</p><p></p><p>As written, firearms are extremely poor damage, with the exception of the pepperbox, which is about as good as a hand crossbow (well, it's got much better range, but how often does that matter?), and the scattergun and hand mortar which have unusual mechanics. Every other weapon is far worse than comparable conventional weapons, even ignoring the misfire chance. So that's another downside of being a gunslinger: most of your archetype features only work with guns, which are generally bad.</p><p></p><p>And that's assuming you don't allow crossbow expert. Once you have that, firearms are blown out of the water.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 7264296, member: 5890"] Basically? It's a battlemaster, but slightly worse. You have to prioritise wisdom to get your superiority dice, but in exchange, they recharge if you crit or kill someone. You have access to less manuevers than a battlemaster, you don't get access to grit until 7th level, and don't get maneuvers until 10th. When you use a manuever it doesn't benefit the attack's damage by default - you have to spend MORE grit to do that. You CAN choose to burn all your grit on dealing extra damage, something a battlemaster can't do... but the times when that's going to be better than just buying one maneuver for each of 4 attacks probably won't be significant. Also your gun will be (much) more likely to blow up - whereas if you just did the same thing as a battlemaster, there wouldn't be any increased chance of that. The biggest benefit they have is (eventually) a better crit range, and the ability to shoot through people. To be honest, I don't see those as being a big deal compared to the benefits of the battlemaster (bigger superiority die, more superiority dice, infinite superiority dice). As written, firearms are extremely poor damage, with the exception of the pepperbox, which is about as good as a hand crossbow (well, it's got much better range, but how often does that matter?), and the scattergun and hand mortar which have unusual mechanics. Every other weapon is far worse than comparable conventional weapons, even ignoring the misfire chance. So that's another downside of being a gunslinger: most of your archetype features only work with guns, which are generally bad. And that's assuming you don't allow crossbow expert. Once you have that, firearms are blown out of the water. [/QUOTE]
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Mercer's Gunslinger Martial Archetype: Good, Bad, or Ugly?
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