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Ultimate Combat Playtest: Gunslinger, Ninja, Samurai

I was thinking....Swashbuckling Adventures from AEG had some variant firearm rules that might give a means of simulating the power of firearms without resorting to ranged touch attacks etc.

I think they basically dictated that at short range, a firearm gave *up to +5 to attack rolls, with a maximum based on the armor value of the target*. Thus, at short range, a firearm would give +5 to hit plate armor (which has a +8 armor bonus), but only +2 to hit leather armor (which has a +2 armor bonus). At medium range, they gave up to +2 to attack rolls, and at long range, nothing.

Then, they also included the misfire rules, and tended to have higher critical modifiers.

Finally, the had slow reload times. Pistols took 8 rounds to load, and muskets took 8 rounds to load. In a sidebar, the book referenced that firearms in the period took about a minute to load. The book included a feat that allowed a character to cut those reload times in half. But the quickest a character could reload a firearm was about 4 rounds for a pistol, or 5 rounds for a musket.

Having run a Swashbuckling Adventures campaign for a year, I can attest from play experience that it had a desired effect (I guess compared to what I wanted):

1-Firearms, with their high crit modifiers, could be very dangerous. If a gun could do 1d10 (x3) on crits, it was conceivable for even low level minions to score sizable damage.

2-Because of the armor penetration edge they had, they encouraged a progression to lighter armor, and much more prevalent use of cover in games. We had lots of sessions where PCs were in fights with enemies, using carriages or walls or barrels or whatever, popping up, taking shots, ducking behind cover, etc.

This also meant that even low level minions could be effective against armored and trained higher level fighters....a lvl 2 warrior with a musket could still be effective against a lvl 5 fighter in chainmail or halfplate.

To me, this kind of simulated the idea that firearms were easier to outfit mass numbers of less well trained soldiers with....rather than spending years teaching them to use a longbow.

3-The slow reload times encouraged the use of cover (as #2 above), and they also encouraged the use of traditional weapons. Very often, at the start of a fight, opponents would pull out their pistols, fire off shots against each other, and then either drop a pistol and pull a second one out (some characters carried 4 pistols, and just took their one shot with each, then entered melee). Once the pistols had expended their shots, characters typically pulled out their swords, and then engaged opponents in melee.

Reloading was typically left to be conducted after the battle had been finished.

Which to me, seems pretty cinematic, and realistic (in my limited understanding).

Now, I know someone'll likely point out balance issues with that book..but I don't think they're relevant to the discussion. Most only appeared when you tried to combine the feats from that game with regular levels of magic items etc. I removed all magic items from the game, and the problem vanished.

The firearms rules however, encouraged a refreshing difference in gameplay, without changing it too much. I didn't find those particular rules unbalanced.

And in a setting like Golarion, the proliferation of firearms could still be limited by the effectiveness of wizards and sorcerers, which didn't exist on Earth.

A wizard's magic missile or sleep spell can still be quicker and as or more effective as a warrior with a musket.....but an army with 500 musket wielding warriors? That's a different story. They could do a lot of damage to another army, unless a wizard came along and fireballed them.

Banshee
 

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Assuming the bullet are the same size, and the same amount of power is used; the longer barrel of the musket allows the expanding gasses to transfer more power to the musket ball. This allows the musket ball to smash through bone and armor instead of bouncing around.
Ummm, no, not really. :erm:

Neither of those balls is likely to pass through - by modern standards they were ssllooww, they will enter, and then get lodged in the flesh.

A pistol ball is less damaging and less likely to deal extra damage - more likely to be stopped by bone rather than pulverize it.

Easier just to give guns a decent damage to start with and a good critical multiplier. Effectively giving a pistol a one in eight chance of criticaling with the standard chance of a normal critical is just silly.

The Auld Grump, it's what criticals are for, eh?
 
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I was thinking....Swashbuckling Adventures from AEG had some variant firearm rules that might give a means of simulating the power of firearms without resorting to ranged touch attacks etc.

I think they basically dictated that at short range, a firearm gave *up to +5 to attack rolls, with a maximum based on the armor value of the target*. Thus, at short range, a firearm would give +5 to hit plate armor (which has a +8 armor bonus), but only +2 to hit leather armor (which has a +2 armor bonus). At medium range, they gave up to +2 to attack rolls, and at long range, nothing.

Then, they also included the misfire rules, and tended to have higher critical modifiers.

Finally, the had slow reload times. Pistols took 8 rounds to load, and muskets took 8 rounds to load. In a sidebar, the book referenced that firearms in the period took about a minute to load. The book included a feat that allowed a character to cut those reload times in half. But the quickest a character could reload a firearm was about 4 rounds for a pistol, or 5 rounds for a musket.

Having run a Swashbuckling Adventures campaign for a year, I can attest from play experience that it had a desired effect (I guess compared to what I wanted):

1-Firearms, with their high crit modifiers, could be very dangerous. If a gun could do 1d10 (x3) on crits, it was conceivable for even low level minions to score sizable damage.

2-Because of the armor penetration edge they had, they encouraged a progression to lighter armor, and much more prevalent use of cover in games. We had lots of sessions where PCs were in fights with enemies, using carriages or walls or barrels or whatever, popping up, taking shots, ducking behind cover, etc.

This also meant that even low level minions could be effective against armored and trained higher level fighters....a lvl 2 warrior with a musket could still be effective against a lvl 5 fighter in chainmail or halfplate.

To me, this kind of simulated the idea that firearms were easier to outfit mass numbers of less well trained soldiers with....rather than spending years teaching them to use a longbow.

3-The slow reload times encouraged the use of cover (as #2 above), and they also encouraged the use of traditional weapons. Very often, at the start of a fight, opponents would pull out their pistols, fire off shots against each other, and then either drop a pistol and pull a second one out (some characters carried 4 pistols, and just took their one shot with each, then entered melee). Once the pistols had expended their shots, characters typically pulled out their swords, and then engaged opponents in melee.

Reloading was typically left to be conducted after the battle had been finished.

Which to me, seems pretty cinematic, and realistic (in my limited understanding).

Now, I know someone'll likely point out balance issues with that book..but I don't think they're relevant to the discussion. Most only appeared when you tried to combine the feats from that game with regular levels of magic items etc. I removed all magic items from the game, and the problem vanished.

The firearms rules however, encouraged a refreshing difference in gameplay, without changing it too much. I didn't find those particular rules unbalanced.

And in a setting like Golarion, the proliferation of firearms could still be limited by the effectiveness of wizards and sorcerers, which didn't exist on Earth.

A wizard's magic missile or sleep spell can still be quicker and as or more effective as a warrior with a musket.....but an army with 500 musket wielding warriors? That's a different story. They could do a lot of damage to another army, unless a wizard came along and fireballed them.

Banshee

I had a good deal of fun with Swashbuckling Adventures and stole great gobs of its systems for my game - the loss of limbs rules in particular. (They also got pressed into services for my Steampunk D&D game - after all Philip Reed had done those nice rules for prostheses to accompany EN Publishing's Steam & Steel, might as well make them necessary....

My one really big caveat is that if you are going to have those ridiculously long reload times (I can load and fire a flintlock about two and a half times per minute - and I wasn't by any means the fastest on the range) then you really have to slow the rate of fire for the crossbows. Slow as guns were the crossbows were slower still.

The Auld Grump
 

I had a good deal of fun with Swashbuckling Adventures and stole great gobs of its systems for my game - the loss of limbs rules in particular. (They also got pressed into services for my Steampunk D&D game - after all Philip Reed had done those nice rules for prostheses to accompany EN Publishing's Steam & Steel, might as well make them necessary....

My one really big caveat is that if you are going to have those ridiculously long reload times (I can load and fire a flintlock about two and a half times per minute - and I wasn't by any means the fastest on the range) then you really have to slow the rate of fire for the crossbows. Slow as guns were the crossbows were slower still.

The Auld Grump

I forgot about the loss of limbs rules....those were great.

I also liked the chain of Parry feats, Parry, Continuous Parry, Riposte, Sidestep, etc. etc. They really made fencing/fighting a lot of fun.

I've got a soft spot in my heart for those kinds of rules in D&D. A setting with the trappings of high fantasy, but also including things like smokepowder weapons, wizards, dragons and other monsters etc could be a lot of fun. The Spirosblaak setting had a lot of that, and was rather cool..but it was at the tail end of 3E, and I don't think a lot of people got to try it.

I'm not sure if you can easily have the whole smoke powder + swashbucklers style in regular D&D/Pathfinder without really throwing off the feel. It's hard to imagine barbarians with great axes fighting against a fighter with rapier and maingauche, and a brace of pistols. I think that's where most of the disagreements in this thread are coming from.

However, I can recognize what Paizo is trying to do. They're trying to provide a ruleset that would allow this, but limit its standard implementation to a particular area of the game world, and make it up to the GM and players to determine if it'll ever go beyond there.

What I think makes things more confusing, however, is that D&D has always been a mishmash of periods. Many elements of the game harken to the Dark Ages, where plate armor wasn't even in use yet......I mean, into the 1100's and 1200's they were pretty much still running around in chainmail, weren't they? Yet D&D has plate armor, which is more indicative of the 1200's and 1300's isn't it? Yet firearms were in use in the late 1200's, and in widespread use in Europe by the 1300's, from what I understand.

So in the periods that D&D seeks to emulate, firearms were already in use, yet people get hung up about it.

If you don't want them in the game, don't use them.

As to slowing reload times of crossbows, I'm not necessarily averse to that. They're already listed as simple weapons, meaning the most number of possible characters can use them, vs. bows which are martial weapons. Maybe give them similar penetrating rules as what the firearms are given.

Now you've got firearms and crossbows both being readily available, for use by masses of troops, as opposed to highly trained archers, with lethal penetrating power through armor, yet very slow reload times.

Give heavy crossbows a reload time of 10 rounds, light crossbows 8 rounds, and hand crossbows 6 rounds. And include the feat that lets you halve the reload times.

Firearms might keep the better critical multiplier.

Now you have them as effective weapons that have both advantages and disadvantages. And the firearms and crossbows statistically would be very similar....so there wouldn't be the concern about firearms overriding the game....yet they'd still be a viable option.

Banshee
 

Well, to be fair, getting off interative attacks with bows, under the assumption of aimed shots, is pretty optimistic, as is target shooting any moving target more than fifty feet away. Meanwhile, "realistically" a sword or club can kill or disable someone in six seconds, easily.

I'm okay with some level of time dilation with regards to firearms, so long as the thematics are preserved.
 

My one really big caveat is that if you are going to have those ridiculously long reload times (I can load and fire a flintlock about two and a half times per minute - and I wasn't by any means the fastest on the range) then you really have to slow the rate of fire for the crossbows. Slow as guns were the crossbows were slower still.

The Auld Grump

The only thing I'll say is that the reload times are only ridiculous if you haven't tried actually fencing before. I can admit I haven't tried firing or reloading a musket or pistol.....so I have no idea how much time it takes....but everything I've read seems to indicate you're looking at about 1 shot a minute.

Having been a fencer when I was younger, I can say that in the space of 1 minute, you can have *a lot* of attacks......many fencing bouts only last a minute, and in that time you may have had 10-20 attacks each...or more. I remember trying to get my brother into the sport. So, we taught him the basics at a beginner class, and kitted him out and all that, and I went onto the piste with him.....he didn't *get* the idea of right of way/priority. Though I'd been fencing for a year or so at the time, I was totally on the retreat...simply because all he did was attack, over and over. Now, in terms of points, the first parry/riposte would have resulted in a point. But with someone who didn't get it, it just resulted in me parrying, riposting, and getting hit again....until I was finally able to get him to learn why it doesn't work that way, at which point, he said "well, that's stupid" :)

Point being that in a swordfight, you can get in *alot* of attacks in a minute.....whereas if you have a musket that realistically *does* take a minute to load...well, then, I guess that's why they had bayonets.....so when the soldier was charged by a sword wielding officer, after having expended his one shot, he wasn't going to have his clock cleaned in the space of 5 seconds.

So, from a game perspective, those reload times may be inconvenient......but they likely would help keep firearms in a position where they are one option among many, but in a world including dragons and ogres and fireball throwing wizards, they're simply one option. They might be a great option to oufit an army of lvl 1 warriors and commoners with, but not so great an option for a lvl 10 fighter.

Banshee
 

Well, to be fair, getting off interative attacks with bows, under the assumption of aimed shots, is pretty optimistic, as is target shooting any moving target more than fifty feet away. Meanwhile, "realistically" a sword or club can kill or disable someone in six seconds, easily.

I'm okay with some level of time dilation with regards to firearms, so long as the thematics are preserved.

Maybe somewhere in the middle? I'm sure there's a huge difference between shooting an arrow to arc into the sky, and fall into a mass of hundreds of soldiers. Statistically, it has a good chance to hit *somebody*. It would likely take longer to shoot at a single person moving across a courtyard. But it is still possible to get multiple arrows into the air in a minute. I've heard up to 10. Compared to early firearms which supposedly took a minute to load, no matter how the gun was shot.

1 round reloads still seem kind of low....but maybe that's because in games I've been in, people seemed to interpret it as Rnd 1, I shoot. Then I'm reloading. Rnd 2, I shoot again. Basically, it was interpreted as 1 attack per round.

When in fact what I think was meant was Round 1 you shoot. Round 2, you do nothing, as you're busy reloading. Round 3 you shoot again.

Banshee
 


The only thing I'll say is that the reload times are only ridiculous if you haven't tried actually fencing before. I can admit I haven't tried firing or reloading a musket or pistol.....so I have no idea how much time it takes....but everything I've read seems to indicate you're looking at about 1 shot a minute.

Having been a fencer when I was younger, I can say that in the space of 1 minute, you can have *a lot* of attacks......many fencing bouts only last a minute, and in that time you may have had 10-20 attacks each...or more. I remember trying to get my brother into the sport. So, we taught him the basics at a beginner class, and kitted him out and all that, and I went onto the piste with him.....he didn't *get* the idea of right of way/priority. Though I'd been fencing for a year or so at the time, I was totally on the retreat...simply because all he did was attack, over and over. Now, in terms of points, the first parry/riposte would have resulted in a point. But with someone who didn't get it, it just resulted in me parrying, riposting, and getting hit again....until I was finally able to get him to learn why it doesn't work that way, at which point, he said "well, that's stupid" :)

Point being that in a swordfight, you can get in *alot* of attacks in a minute.....whereas if you have a musket that realistically *does* take a minute to load...well, then, I guess that's why they had bayonets.....so when the soldier was charged by a sword wielding officer, after having expended his one shot, he wasn't going to have his clock cleaned in the space of 5 seconds.

So, from a game perspective, those reload times may be inconvenient......but they likely would help keep firearms in a position where they are one option among many, but in a world including dragons and ogres and fireball throwing wizards, they're simply one option. They might be a great option to oufit an army of lvl 1 warriors and commoners with, but not so great an option for a lvl 10 fighter.

Banshee
Heh, I'm the other way 'round - a fair amount of practice with blackpowder weapons (though I do admit that I was boastfully lying overly generous with my speed there - more like a round and a half/round and a quarter a minute - my brain fled to the kitchen and left my body behind to do the typing, I think), but no fencing to speak of aside from the basic stances. Faster than one shot a minute though. There were folks who I am pretty sure could put two balls, or almost two balls, through their guns in a minute - mostly Land Pattern but a few ACW guns as well.

In field use the standard was rank and volley, even after the flintlock became common - depending on period their might be anywhere between three and thirty ranks.... the last few ranks of a tercio were likely never going to get a shot off in the course of the battle. :hmm: (And don't get me started on the caracole... bloody waste of horseflesh, powder, and wealth.)

And yeah - the crossbow and the gonne both favor large numbers of low level grunts.

The Auld Grump
 

The only thing I'll say is that the reload times are only ridiculous if you haven't tried actually fencing before.

The disconnect in your post (and in the rules!) is that one melee attack roll represents multiple swings, parries, thrusts, and reversals, while one ranged attack roll is (almost always) one unit of ammo expenditure.
 

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