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Gunslingers in Zeitgeist (4e)
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<blockquote data-quote="hirou" data-source="post: 9620429" data-attributes="member: 6776023"><p>Ahahaha, I remember exactly the same problem when we were starting an unholy number of years ago! You don't even need Alchemical Launcher/Ammunition Clip, Battle harness armor allows drawing an unlimited number of grenades per turn, then you just throw them by hand (and 4e economy ensures that 10 gp cost becomes nothing by mid-heroic levels). Gunsmith rules are, honestly, quite broken in 4e when studied in details. In addition to grenades there was an exploit with cover-piercing bullets - IIRC if you take Expertise feat which allows to ignore half-cover, you suddenly deal more damage to targets in cover than to targets in the open. Scatter as written completely breaks math of to-hit in 4e. Theme power and sniper scope are, on the other hand, underpowered.</p><p></p><p>Unfortunately, I do not have a blanket solution for all the problems; our gunsmith left the campaign around adv.5 due to unrelated reasons (with guest appearances in later modules). As far as I can see in my notes regarding the grenades in particular, I added a homerule: <strong>each target of attack can be damaged no more than once by grenades used in this attack</strong>. I think we also changed "grenade makes an attack roll against each target in Burst 1" to "grenade damages target square and deals half damage in Burst 1", because in the worst case scenario that single Rapid Shot attack would require 81 attack rolls. Try to read gunsmith rules again, discuss them with players, then rewrite them completely, that's my advice. If you want to pace some upgrades in addition to the ones listed in the theme, Weapons Fair in adventure 3 and Tinker appearance in adv.6 give some pretext for technology advances (i.e. allow crafting pepperbox guns).</p><p></p><p>Edit: you really opened a memory box. I remember discussing this particular interaction with players, we decided that grenades as described in player's guide (which our ranger|rogue used in the first adventures) are wartime Danor-made models from his personal stash, which were banned by Yerasol convention after the last war. After his reserve finally run dry he had to switch to more humane Risur-made version with new rules =)</p></blockquote><p></p>
[QUOTE="hirou, post: 9620429, member: 6776023"] Ahahaha, I remember exactly the same problem when we were starting an unholy number of years ago! You don't even need Alchemical Launcher/Ammunition Clip, Battle harness armor allows drawing an unlimited number of grenades per turn, then you just throw them by hand (and 4e economy ensures that 10 gp cost becomes nothing by mid-heroic levels). Gunsmith rules are, honestly, quite broken in 4e when studied in details. In addition to grenades there was an exploit with cover-piercing bullets - IIRC if you take Expertise feat which allows to ignore half-cover, you suddenly deal more damage to targets in cover than to targets in the open. Scatter as written completely breaks math of to-hit in 4e. Theme power and sniper scope are, on the other hand, underpowered. Unfortunately, I do not have a blanket solution for all the problems; our gunsmith left the campaign around adv.5 due to unrelated reasons (with guest appearances in later modules). As far as I can see in my notes regarding the grenades in particular, I added a homerule: [B]each target of attack can be damaged no more than once by grenades used in this attack[/B]. I think we also changed "grenade makes an attack roll against each target in Burst 1" to "grenade damages target square and deals half damage in Burst 1", because in the worst case scenario that single Rapid Shot attack would require 81 attack rolls. Try to read gunsmith rules again, discuss them with players, then rewrite them completely, that's my advice. If you want to pace some upgrades in addition to the ones listed in the theme, Weapons Fair in adventure 3 and Tinker appearance in adv.6 give some pretext for technology advances (i.e. allow crafting pepperbox guns). Edit: you really opened a memory box. I remember discussing this particular interaction with players, we decided that grenades as described in player's guide (which our ranger|rogue used in the first adventures) are wartime Danor-made models from his personal stash, which were banned by Yerasol convention after the last war. After his reserve finally run dry he had to switch to more humane Risur-made version with new rules =) [/QUOTE]
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Gunslingers in Zeitgeist (4e)
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