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Ultimate Combat Playtest: Gunslinger, Ninja, Samurai
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<blockquote data-quote="Volaran" data-source="post: 5441733" data-attributes="member: 592"><p>Kaisoku has a pretty good review of the Gunslinger class <a href="http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderRPG/ultimateCombatPlaytest/gunslinger/aDetailedLookAtTheGunslingerLong" target="_blank">Here</a>. It summarizes many of my thoughts on the class.</p><p></p><p>Basically, I dislike how Paizo has chosen to handle firearms, and that colors my view of the class. I would have very much liked to see _these_ rules Beta tested, but my understanding is that they are already complete for the release of the Inner Sea World Guide next month, as firearms tie heavily into the magic-dead nation of Alkenstar. It is unlikely that they will see any major change before Ultimate Combat is released.</p><p></p><p>That said, they pistols as presented seem like reasonable one-off weapons for characters who _don't_ specialize in them. They offer a neat option for a one-off weapon for characters who don't want to specialize in them beyond the initial proficiency.</p><p></p><p>For a character that specializes in firearms, as the gunslinger reasonable should, they offer several limitations. Slow reloading, the potential to fail (sometimes catastrophically) 5-10% of the time, extremely expensive ammunition, etc. That said, there are a lot of threads on the Paizo boards adequately exploring all these things, and that is the whole point of the Beta test. We are also apparently only getting a preview of the firearms in the two mentioned in the playtest document (revolvers are coming), so I'll be interested to see what happens.</p><p></p><p>As for the ninja:</p><p></p><p></p><p></p><p>I think Paizo is pretty aware that they won't please everyone with these alternative classes. Not everyone wants firearms, or anything 'oriental' in their campaigns and that is okay. Things like the ninja are certainly one of those hot buttons. </p><p></p><p>By your description, you and I have very different ideas about what we want from a ninja class. I basically want a rogue with a bit of mystic flavour. Adding a ki pool in place of evasion, and having several tricks that use ki do this marvelously in my opinion. (Though full disclosure, my next character was going to be a monk/rogue, and will now be a monk/ninja).</p><p></p><p>Your description of a ninja as something that would 'combine stealth with elemental sorcery and demon powers' is not necessarily wrong, but does not jive with what I want from the class. Your description sounds not just anime-esque, but as if you specifically want a Naruto-style ninja. </p><p></p><p>I should note as well that the ninja trick 'Rogue Talent' and master trick 'Advanced Talent' can each only be selected once, limiting the amount of dipping into the standard rogue talents. I fully expect that there will be Rogue Talents in Ultimate Combat offering some crossover into ninja tricks, but much the same way were are only getting the minimal gun preview for the gunslinger, we're not getting a general preview of any new rogue talents in UC, at least for now</p></blockquote><p></p>
[QUOTE="Volaran, post: 5441733, member: 592"] Kaisoku has a pretty good review of the Gunslinger class [url=http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderRPG/ultimateCombatPlaytest/gunslinger/aDetailedLookAtTheGunslingerLong]Here[/url]. It summarizes many of my thoughts on the class. Basically, I dislike how Paizo has chosen to handle firearms, and that colors my view of the class. I would have very much liked to see _these_ rules Beta tested, but my understanding is that they are already complete for the release of the Inner Sea World Guide next month, as firearms tie heavily into the magic-dead nation of Alkenstar. It is unlikely that they will see any major change before Ultimate Combat is released. That said, they pistols as presented seem like reasonable one-off weapons for characters who _don't_ specialize in them. They offer a neat option for a one-off weapon for characters who don't want to specialize in them beyond the initial proficiency. For a character that specializes in firearms, as the gunslinger reasonable should, they offer several limitations. Slow reloading, the potential to fail (sometimes catastrophically) 5-10% of the time, extremely expensive ammunition, etc. That said, there are a lot of threads on the Paizo boards adequately exploring all these things, and that is the whole point of the Beta test. We are also apparently only getting a preview of the firearms in the two mentioned in the playtest document (revolvers are coming), so I'll be interested to see what happens. As for the ninja: I think Paizo is pretty aware that they won't please everyone with these alternative classes. Not everyone wants firearms, or anything 'oriental' in their campaigns and that is okay. Things like the ninja are certainly one of those hot buttons. By your description, you and I have very different ideas about what we want from a ninja class. I basically want a rogue with a bit of mystic flavour. Adding a ki pool in place of evasion, and having several tricks that use ki do this marvelously in my opinion. (Though full disclosure, my next character was going to be a monk/rogue, and will now be a monk/ninja). Your description of a ninja as something that would 'combine stealth with elemental sorcery and demon powers' is not necessarily wrong, but does not jive with what I want from the class. Your description sounds not just anime-esque, but as if you specifically want a Naruto-style ninja. I should note as well that the ninja trick 'Rogue Talent' and master trick 'Advanced Talent' can each only be selected once, limiting the amount of dipping into the standard rogue talents. I fully expect that there will be Rogue Talents in Ultimate Combat offering some crossover into ninja tricks, but much the same way were are only getting the minimal gun preview for the gunslinger, we're not getting a general preview of any new rogue talents in UC, at least for now [/QUOTE]
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