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General Tabletop Discussion
*Dungeons & Dragons
A risky Idea for balancing guns?
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<blockquote data-quote="Puxido" data-source="post: 6294337" data-attributes="member: 6775929"><p>Hello. I'm new to tabletop rpg's and gm'ing, and I have an idea on balancing out guns in Pathfinder. It occured to me that the problem may be equivalent to a real life balancing problem with guns. Bullets just do too much damage to armor, like butter. Though I was looking through a article on anti-bullet armors, and came across Ned Kelly. He wore a suit of armor, iron, quarter inch thick. It was overbearingly heavy but it did its job, stopped bullets. I was thinking of implementing it into my pathfinder game! The concept is for latter game, called the Kelly sets. Made from a custom material which I would refer to as a "Technical Material", which would be "Thick Iron" or "Thick Steel". The only difference would be increased hardness and protection, and it could not be used to make weapons, its a technical material and uses the same materials to craft as its thin counterpart, just more of them. But then it ocured to me that the possibility of better guns (with better ammo) for later levels so that gunslingers can get back in the game. My general rule was going to be that the material for ammunition must be a grade lower then the gun material (Ex: iron barrel guns aka basic guns would only shoot lead, Mythril guns only shoot adamantine and lower, ect.) then it dawned on me, at one point they would be using armor that was so heavy/big that in-game they would be looking like War hammer 30K soldiers and most if not all their stats would have to go into strength unless they were going to be a gunslinger. My solution to this was engineered/magic armors which were much lighter, but expensive.</p><p></p><p>Is this just game breaking, or can I make it work with a bit of fine tuning?</p></blockquote><p></p>
[QUOTE="Puxido, post: 6294337, member: 6775929"] Hello. I'm new to tabletop rpg's and gm'ing, and I have an idea on balancing out guns in Pathfinder. It occured to me that the problem may be equivalent to a real life balancing problem with guns. Bullets just do too much damage to armor, like butter. Though I was looking through a article on anti-bullet armors, and came across Ned Kelly. He wore a suit of armor, iron, quarter inch thick. It was overbearingly heavy but it did its job, stopped bullets. I was thinking of implementing it into my pathfinder game! The concept is for latter game, called the Kelly sets. Made from a custom material which I would refer to as a "Technical Material", which would be "Thick Iron" or "Thick Steel". The only difference would be increased hardness and protection, and it could not be used to make weapons, its a technical material and uses the same materials to craft as its thin counterpart, just more of them. But then it ocured to me that the possibility of better guns (with better ammo) for later levels so that gunslingers can get back in the game. My general rule was going to be that the material for ammunition must be a grade lower then the gun material (Ex: iron barrel guns aka basic guns would only shoot lead, Mythril guns only shoot adamantine and lower, ect.) then it dawned on me, at one point they would be using armor that was so heavy/big that in-game they would be looking like War hammer 30K soldiers and most if not all their stats would have to go into strength unless they were going to be a gunslinger. My solution to this was engineered/magic armors which were much lighter, but expensive. Is this just game breaking, or can I make it work with a bit of fine tuning? [/QUOTE]
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