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Mercer's Gunslinger Martial Archetype: Good, Bad, or Ugly?
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<blockquote data-quote="Saeviomagy" data-source="post: 7265367" data-attributes="member: 5890"><p>If you're paying 250gp per 4 attacks you make in a combat, then sure, but you'll be juggling object interactions until 7th level, and most campaigns have <em>some</em> use for money. The UA downtime rules suggest you could almost manage to get an uncommon magic item for each gun you carry...</p><p></p><p>You can't dual wield pistols. Two weapon fighting only works with light melee weapons. </p><p></p><p>Crossbow expert is effectively dual wielding hand crossbows, only you still have a hand free, allowing you to load. Pistols cannot reach the same rate of fire as a hand crossbow with crossbow expert.</p><p></p><p>But you spent 500-750 gold on your pistols.</p><p></p><p>Plus - what do you think the odds are of the gunslinger finding multiple magic pistols?</p><p></p><p>My contention would be that battlemaster is better than a gunslinger because the gunslinger doesn't exclusively gain the ability to use guns. The battlemaster can get access to them as well. That means the difference between the two is that the gunslinger is <em>limited</em> to firearms, whereas the battlemaster can choose to use them unless he has access to something better, and he most likely will.</p><p></p><p>On top of that, the battlemaster's class features come much earlier, and are more flexible.</p><p></p><p>On feats - I think the fact that the gunslinger needs to prioritize an extra stat is probably going to mean that extra feat for the battlemaster is cheaper than it seems. It's also mostly optional: you might find yourself better off with a longbow given the realities of play.</p><p></p><p>I had in fact missed deadeye. But at that level, the battlemaster has 3 manuevers, which can include precision attack, which will add 1d8 to a roll, and can be used after you make the attack roll, and will stack with advantage. Then he still has 2 other maneuvers that can increase damage after he hits.</p><p></p><p>Well, the battlemaster one is a 15ft push with a save, but also adds the value of the superiority die to the attack's damage. Battlemasters get disarming attack, which is identical to arm shot, but again deals extra damage from the superiority die. A proned flying creature immediately falls so tripping attack covers it, and again gets extra damage. Head shot can be sort of replicated with either goading or menacing attack, again with extra damage, but granting an 'out' (and in the case of menacing attack also restricting the target's movement).</p><p></p><p>At 7th level, a battlemaster would have to miss out on one of those (probably goading - menacing is too much of a win button against melee creatures).</p><p></p><p>The main thing is that superiority dice start at 4 per short rest and increase to 6 (or 7 with a feat... same cost as increasing wisdom) with a safety of 1 per combat, without needing you to work on a tertiary stat. A gunslinger is going to need to get wisdom up to decent levels. So the battlemaster is ahead - they've got a lower priority on wisdom, and don't have a pressing need to increase it.</p><p></p><p>If the gunslinger is regularly doubling or tripling their grit each battle... then they either have a low wisdom (and little starting grit) or the DM is setting them up.</p><p></p><p>I would argue that it doesn't really - it's not significantly different to the battlemaster except in ways that tend to make it slightly worse, and other ways that are potentially headaches for a DM.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 7265367, member: 5890"] If you're paying 250gp per 4 attacks you make in a combat, then sure, but you'll be juggling object interactions until 7th level, and most campaigns have [i]some[/i] use for money. The UA downtime rules suggest you could almost manage to get an uncommon magic item for each gun you carry... You can't dual wield pistols. Two weapon fighting only works with light melee weapons. Crossbow expert is effectively dual wielding hand crossbows, only you still have a hand free, allowing you to load. Pistols cannot reach the same rate of fire as a hand crossbow with crossbow expert. But you spent 500-750 gold on your pistols. Plus - what do you think the odds are of the gunslinger finding multiple magic pistols? My contention would be that battlemaster is better than a gunslinger because the gunslinger doesn't exclusively gain the ability to use guns. The battlemaster can get access to them as well. That means the difference between the two is that the gunslinger is [i]limited[/i] to firearms, whereas the battlemaster can choose to use them unless he has access to something better, and he most likely will. On top of that, the battlemaster's class features come much earlier, and are more flexible. On feats - I think the fact that the gunslinger needs to prioritize an extra stat is probably going to mean that extra feat for the battlemaster is cheaper than it seems. It's also mostly optional: you might find yourself better off with a longbow given the realities of play. I had in fact missed deadeye. But at that level, the battlemaster has 3 manuevers, which can include precision attack, which will add 1d8 to a roll, and can be used after you make the attack roll, and will stack with advantage. Then he still has 2 other maneuvers that can increase damage after he hits. Well, the battlemaster one is a 15ft push with a save, but also adds the value of the superiority die to the attack's damage. Battlemasters get disarming attack, which is identical to arm shot, but again deals extra damage from the superiority die. A proned flying creature immediately falls so tripping attack covers it, and again gets extra damage. Head shot can be sort of replicated with either goading or menacing attack, again with extra damage, but granting an 'out' (and in the case of menacing attack also restricting the target's movement). At 7th level, a battlemaster would have to miss out on one of those (probably goading - menacing is too much of a win button against melee creatures). The main thing is that superiority dice start at 4 per short rest and increase to 6 (or 7 with a feat... same cost as increasing wisdom) with a safety of 1 per combat, without needing you to work on a tertiary stat. A gunslinger is going to need to get wisdom up to decent levels. So the battlemaster is ahead - they've got a lower priority on wisdom, and don't have a pressing need to increase it. If the gunslinger is regularly doubling or tripling their grit each battle... then they either have a low wisdom (and little starting grit) or the DM is setting them up. I would argue that it doesn't really - it's not significantly different to the battlemaster except in ways that tend to make it slightly worse, and other ways that are potentially headaches for a DM. [/QUOTE]
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