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<blockquote data-quote="Atom Mlatom" data-source="post: 6296514" data-attributes="member: 6720582"><p>Feels like kind of a nitpick to be pointing out since this is the playtest doc with obvious limitations, but I have a Pathfinder converted player who used to be a Gunslinger who has pointed out to me the default stats for the few guns in the OLD doc are a little off.</p><p></p><p><span style="font-size: 12px"><strong>Damage</strong></span></p><p></p><p>Well, unless "Pistol" is supposed to be like a .22 pea-shooter or something, why would it have a 1d6 damage versus the 2d6 damage of a dagger or short bow? When I picture medieval guns, I picture big ol' barrels with half-inch round lead balls coming out the end of 'em.</p><p></p><p><span style="font-size: 12px"><strong>Range</strong></span></p><p></p><p>Another issue seems to be the range increments. For a pistol, 5 (~30 feet) seems reasonable, perhaps even generous. But then you have the mighty arquebus with the same range increment - a weapon type that was notoriously inaccurate as one of the earlier musket designs.</p><p></p><p><span style="font-size: 12px"><strong>Reloading</strong></span></p><p></p><p>Finally, reloading isn't talked about anywhere (unless I missed it?) I wouldn't expect a character to be able to make 2 attacks with an arquebus in the same round. I would suggest that some of these guns, in fact, ought to have even longer reload times than just 1 action. </p><p></p><p><strong><span style="font-size: 12px">Comparative Advantage</span></strong></p><p><strong><span style="font-size: 12px"></span></strong></p><p>To sum it all up, medieval armed forces began to adapt to primitive guns, despite their short comings - difficult reloading and maintenance, inaccuracy - due to the trade off of having superior damage versus armored targets. So, I think OLD can reflect that: </p><p></p><p><span style="font-size: 10px"></span></p><ul> <li data-xf-list-type="ul"><span style="font-size: 10px">Damage should be higher (if not an altogether unique "armor busting" property ala Pathfinder.) Perhaps ballistic damage should have unique SOAK vulnerabilities, particularly at close range.<span style="font-size: 12px"><span style="font-size: 10px"> <br /> <br /> </span></span> </span></li> <li data-xf-list-type="ul"><span style="font-size: 10px"><span style="font-size: 12px"><span style="font-size: 10px">Range increments can be more varied, to reflect the (in)accuracy of the particular gun. </span></span> </span></li> </ul><p></p><p></p><ul> <li data-xf-list-type="ul">Reloading times should be stated and vary per piece of equipment. 1 action? 2 actions? 3? </li> </ul><p></p><p>These seem to be the crux of the issues found with my peeps. I'm sure there's also plenty of room for rules about gunpowder production, etc, but I'm not really concerned with that stuff at the core.</p><p></p><p>Thoughts? (Summoning @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=1" target="_blank">Morrus</a></u></strong></em> )</p><p></p><p>Edit: Interestingly, my Gunslinger friend did not bring up the proposal of rules for having guns misfire as they do in Pathfinder! haha.</p></blockquote><p></p>
[QUOTE="Atom Mlatom, post: 6296514, member: 6720582"] Feels like kind of a nitpick to be pointing out since this is the playtest doc with obvious limitations, but I have a Pathfinder converted player who used to be a Gunslinger who has pointed out to me the default stats for the few guns in the OLD doc are a little off. [SIZE=3][B]Damage[/B][/SIZE] Well, unless "Pistol" is supposed to be like a .22 pea-shooter or something, why would it have a 1d6 damage versus the 2d6 damage of a dagger or short bow? When I picture medieval guns, I picture big ol' barrels with half-inch round lead balls coming out the end of 'em. [SIZE=3][B]Range[/B][/SIZE] Another issue seems to be the range increments. For a pistol, 5 (~30 feet) seems reasonable, perhaps even generous. But then you have the mighty arquebus with the same range increment - a weapon type that was notoriously inaccurate as one of the earlier musket designs. [SIZE=3][B]Reloading[/B][/SIZE] Finally, reloading isn't talked about anywhere (unless I missed it?) I wouldn't expect a character to be able to make 2 attacks with an arquebus in the same round. I would suggest that some of these guns, in fact, ought to have even longer reload times than just 1 action. [B][SIZE=3]Comparative Advantage [/SIZE][/B] To sum it all up, medieval armed forces began to adapt to primitive guns, despite their short comings - difficult reloading and maintenance, inaccuracy - due to the trade off of having superior damage versus armored targets. So, I think OLD can reflect that: [SIZE=2] [LIST] [*]Damage should be higher (if not an altogether unique "armor busting" property ala Pathfinder.) Perhaps ballistic damage should have unique SOAK vulnerabilities, particularly at close range.[SIZE=3][SIZE=2] [/SIZE][/SIZE] [*][SIZE=3][SIZE=2]Range increments can be more varied, to reflect the (in)accuracy of the particular gun. [/SIZE][/SIZE] [/LIST] [/SIZE] [LIST] [*]Reloading times should be stated and vary per piece of equipment. 1 action? 2 actions? 3? [/LIST] These seem to be the crux of the issues found with my peeps. I'm sure there's also plenty of room for rules about gunpowder production, etc, but I'm not really concerned with that stuff at the core. Thoughts? (Summoning @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=1"]Morrus[/URL][/U][/B][/I] ) Edit: Interestingly, my Gunslinger friend did not bring up the proposal of rules for having guns misfire as they do in Pathfinder! haha. [/QUOTE]
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