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<blockquote data-quote="Colmarr" data-source="post: 5591864" data-attributes="member: 59182"><p>I've linked to a thread with two of the feats mentioned in it. </p><p> </p><p>You really don't think that three feats (Superior Weapon Prof, Firearms Expertise and Quickloader or equivalent) is not worth it for a ranged weapon that is range 20/40, prof +3 (a total of +4 with expertise), 1d10 damage, brutal 2, high crit, and reload free?</p><p> </p><p>When compared to a longbow with Bow Expertise, you spend two extra feats for +1 prof, -1 per tier damage, brutal 2 and high crit. Seems like a fair swap to me, especially for rangers and other ranged multiattackers. </p><p> </p><p>Or two feats (Firearms Expertise and Quickloader; one if you don't have much need for your minor action) to go from daggers (+3 prof/1d4 damage) or hand crossbows (+2 prof/1d6 damage) to pistols (+2 prof/1d6 damage, brutal 2 and high crit) for thieves and rogues?* </p><p> </p><p>Firearms aren't terribly viable as weapons for prolonged use by non-specialists because the feat (or action) investment is too high, but that seems entirely appropriate to me. This isn't revolver-era technology. This is the magitech equivalent of flintlock. I've previously commented on the apparent oddness of having flintlock-era firearms in a setting that has cannons and steam-powered battleships of the like of the RNS Coaltongue, but if it's flintlock-era firearms you want, this system is IMO an excellent way of implementing them.</p><p> </p><p>And the ability to have a pistol or carbine built into your melee weapon is a <em>massive</em> step forward, as it avoids (at least for a turn) the weapon-swap dance that melee characters need to engage in if they're unlucky enough to get immobilised out of reach of an enemy.</p><p> </p><p><span style="font-size: 9px">*I'm assuming here that 'analagous' means for all intents and purposes (such as for Rogue Weapon Talent).</span></p></blockquote><p></p>
[QUOTE="Colmarr, post: 5591864, member: 59182"] I've linked to a thread with two of the feats mentioned in it. You really don't think that three feats (Superior Weapon Prof, Firearms Expertise and Quickloader or equivalent) is not worth it for a ranged weapon that is range 20/40, prof +3 (a total of +4 with expertise), 1d10 damage, brutal 2, high crit, and reload free? When compared to a longbow with Bow Expertise, you spend two extra feats for +1 prof, -1 per tier damage, brutal 2 and high crit. Seems like a fair swap to me, especially for rangers and other ranged multiattackers. Or two feats (Firearms Expertise and Quickloader; one if you don't have much need for your minor action) to go from daggers (+3 prof/1d4 damage) or hand crossbows (+2 prof/1d6 damage) to pistols (+2 prof/1d6 damage, brutal 2 and high crit) for thieves and rogues?* Firearms aren't terribly viable as weapons for prolonged use by non-specialists because the feat (or action) investment is too high, but that seems entirely appropriate to me. This isn't revolver-era technology. This is the magitech equivalent of flintlock. I've previously commented on the apparent oddness of having flintlock-era firearms in a setting that has cannons and steam-powered battleships of the like of the RNS Coaltongue, but if it's flintlock-era firearms you want, this system is IMO an excellent way of implementing them. And the ability to have a pistol or carbine built into your melee weapon is a [I]massive[/I] step forward, as it avoids (at least for a turn) the weapon-swap dance that melee characters need to engage in if they're unlucky enough to get immobilised out of reach of an enemy. [SIZE=1]*I'm assuming here that 'analagous' means for all intents and purposes (such as for Rogue Weapon Talent).[/SIZE] [/QUOTE]
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