The Best Way to Add Guns to D&D | The Gunslinger by Heavyarms
HTML-код
- Опубликовано: 11 сен 2024
- This video is sponsored by heavyarms! Being a fan of the content makes this a really easy video to make. ^-^ Link to his work here: www.heavyarms....
SOCIALS:
➤ Podcast: anchor.fm/yraw...
➤ Tiktok: / wintryrpg
➤ Twitter: / wintryrpg
➤ Facebook: / wintryrpg
➤ Instagram/Threads: / wintryrpg
➤ Toss me a coin! ko-fi.com/wint...
Affiliates:
OnlyCrits: Use code "WINTRY" for 10% off orders! www.onlycrits....
Music by Boy King from Idaho
#dnd5e #dungeonsanddragons #5e
Thank you for the analysis, Wintry! I hope this helps some other desperados on the trail.
are you the creator? Wintry just convinced me to buy this and the Armorer's Handbook 😊
I like you, mister, you have a kind face.
You know, Heavy: "A lot of conflict in the Wild West could have been avoided if the cowboy city planners had just made their towns big enough for everyone."
@@heavyhimself Well there are some things a man just can't run away from.
Very well done mate. This is a wonderful example of a job well done and is certainly a standard I aim to achieve.
I have played this class and I felt rewarded for smart decisions, a bit of luck, and a fun build. It's rare to play a character that can completely satisfy all its features in some way in one session, but the Gunslinger did exactly that for me. I'll never forget how great that felt! I highly recommend the class and the auxiliary material. Now if only I can make the time to craft my own review video...
The Pathfinder 1e gunslinger is one of my favourite classes, so it's nice to see this class exist and still seem so flavourful overall. I appreciate that grit, deadeye, and other OGL features were kept from the iconic class, and utilized even further.
Whenever people talk about guns in a fantasy setting I think about how wizards can often cast a ball of fire from their hands.
It seems a bit ridiculous that some people find guns overpowered in a world where a dude can cast a spell that instantly kills someone, right?
I’ve found that magic is the reason why guns wouldn’t exist. What is the point of inventing gunpowder when you’re literally a walking artillery piece?
Remember, DND takes place LONG after firearms should have been invented. Hand cannons were around almost 100 years before the first full plate Mail was created, and those tend to be in mass circulation in the world of DND. Firearms, specifically matchlocks, would be virtually everywhere by the time of most DND adventures were it not for some reason technology was stifled.
@@alphastronghold715 That makes sense, why use a loud and inaccurate musket when you have a quieter fireball?
I’m thinking of writing some sort of fantasy setting, and so far regarding magic and firearms I have this: Magic is, essentially, using the power of Gods to manipulate the world around the caster. Basic soldiers aren’t taught spells because of the extra time to train, and the danger of them taking this sacred knowledge and using it for their own gain outside of war.
Firearms, however, /can/ be taken away, and while they’re loud and innaccurate, a volley of musket balls could overwhelm a magician before they get close enough to cast a spicy Molotov at the troops. I’d say more but this is already long enough lol
TLDR; Magic is nice but 10 peasants with rifles could shoot a nerd before they cast fantasy Molotov, and magic is literally God’s Work
@@HellaDelta42069 Here’s the thing you need to consider: how would technology advance in a world with magic? If magic and magical items are commonplace, why would you not have engineers making use of that?
The concept of a firearm is simple: you stick a metal ball in a tube and blow something up on one end of it so it shoots the ball out the other side. Magic already has demonstrated in DND to be capable of accelerating objects at high speeds. So let me ask you this:
Why is it no one in the DND universe has used the catapult spell to create effectively a magic railgun? Line a steel barrel with glyphs of catapult and use fireball to launch a projectile through it as the catapult glyphs accelerate it down the barrel.
You have things like telekinesis which can lift several thousand pounds and yet you don’t have flying ships?
Construction of structures like the pyramids would require the concerted effort of ONE MAN with telekinesis. Why even have cranes and architects when magic can do that work for you faster and easier?
Could you imagine the scale of the architecture if you no longer had to worry about the physics of moving things? Or with teleportation circles inscribed onto mining quarries to place monolithic citadels in obscure areas impossible to build otherwise? You are no longer bound to locations with resources within ferrying distance of the area, go crazy with it!
Firearms should be stupidly easy to manufacture in the DND world since all you need is any Wizard capable of casting fireball and glyph of warding and stick that into a bullet casing in place of the gun powder. Why would people not use this? Simple: because any old shmuck can learn the catapult spell and do the same thing with likely the same amount of training. Why limit yourself to what you already know? Think about the capabilities that people have and what their goal is to accomplish. You no longer have the binds that the engineers of old had, Improve upon the designs of history and get creative! Your potential is literally limitless!
the diference is that only a handful of people can cast fireball, and it takes time, effort and years of practice and you can only use it like twice per day (lets remember that a player party is supposed to be a group of heroes a step above the normal folk, and even then most adventurers get stuck at like level 5 the PCs are special because they are able to go beyond that level)
a gun meanwhile, you give a guy a gun and suddenly he can cast lead, also a gun is pretty powerful you are basically throwing arrows at super sonic speeds at huge ranges and with a huge amount of posible guns, a gun can be pretty destructive specially because you only have to care about ammunition not spell slots
in the case of playable gunslingers, on top of becoming gods with guns being able to do all kinds of trick shots and having an insane precition with their weapon of choice they can probably get themselves some magic for their weapons to make themselves even more powerful or equiping themselves with more advanced weaponry, just imagine a half orc carrying around a huge M2 browning or a long range sniper with a barret M82 shooting .50 cal BMG at a dragon's head
@@carso1500
>The difference is that only a handful of people can cast fireball, and it takestime, effort, and years of practice and you can only use it like twice per day
Not all fantasy settings are the same :/
This kinda helps me a bit with the odd homebrew I'm making, ended up unknowingly creating a race (taking inspiration of both Black rock shooter and Generator rex) oddly enough the race is always a hybrid as it's man made... To make it simpler think human turned Warforged... And the race can be described as an advanced Warforge.
Anyway the fire arms bit helps with my building of my characters main weapon, a huge cannon.
I really like these types of videos, the ones that help bring attention to 3rd party sources. So thank you
There is one drawback. There are creatures who are resistant to non magical attacks. The gun slinger doesn't have any options for those. Magic ammo is very expensive.
You can supplement it with some of the magical guns in Airships Campaigns by Arcane Minis- or homebrew some magical ammo
@@Bluepuertorican5 Have you looked at the Artificer Artillerist? That looks like a more feasible build.
@@Bluepuertorican5 the Artificer infusion Repeating Shot makes the weapon magical and produces magical ammunition when you have none. I guess make sure you have an Artificer in your party or multiclass into one.
Gunslingers should have a variety of weapons. Single shot pistols, musket, and blunderbuss. Six shot revolvers, bolt action rifle, repeater rifle, double and single shot shotguns.
Then make them. The ones presented in the weapons description are examples.
Isn't that annoying for most people to keep track of?
can confirm this class rocks!! by far the best gunslinger i’ve seen
context: I tried multiple gunslinger classes with my character, including Matt Mercer’s, and nothing felt quite as good to play as Heavyarms’. I’m sure it could be powerbuilt to be a bit OP but the casual player will just have lots of fun with it and that’s all. very rewarding to hit a crit and see your hard work pay off
This is what I’m thinking of creating for my pirate themed dnd character in a medieval world.
I disagree with the idea that guns should be used by a class rather than just being a tool any class can use.
There are a few justifications for a class. Modern guns can be picked up and used by anyone (though there likely to hurt themself) but historical firearms (Napoleanic and older) required a good bit of knowhow and specialized ammo/tools. Also preindustial firearms had little standization for anything not purchased by the Army so especially pistols could have wildly different loading, firing, and aiming mechanisms.
However that does mean in a few respects you're correct. A musket is simple and standardized so anybody should have access. Also pistols, shotguns, machine guns, sniper rifles, any kind of cannon all operate so differently that 1 class for all of them doesnt make much sense.
Maybe a guns supplement wherein several classes have access to 1 special firearm for each. (With the exception of sniper or pistol dueler since those are kind of their own class)
Also I think if the Artificer picks a guns subclass then they should be allowed to repair all guns and possiblly aim/fire the heavy weapons since artillery has more to do with math/INT then aiming/DEX
@@ejsmith7626 "There are a few justifications for a class. Modern guns can be picked up and used by anyone (though there likely to hurt themself) "
- As someone who actually own and use guns I want you to explain this. I can give a shotgun or a rifle to just about anyone that is physically able to hold it, and they can use it just fine. The only real risk of "hurting themselves" are if they are not handling them safely. Like pointing around with a loaded gun, or looking down the barrel. I am not sure if you know this, but guns are designed to be super easy to use, and to be used safely. So no. You are not likely to hurt yourself when using a modern gun. Gun owners are just VERY picky about safety rules because they can be lethal and you don't want any danger. Gun owners are very responsible people so they care about theirs and your well being. Those who are not is actually a tiny minority of people. And those people tend to be pretty bad people to be around regardless.
You are MUCH more likely to hurt yourself driving a car than using a gun.
but historical firearms (Napoleanic and older) required a good bit of knowhow and specialized ammo/tools.
- I didn't know that you needed specialized ammo/tools to use a flint lock. Or are you talking about the crafting? You do know that you needed a winch pull the string of a crossbow right? Also what is the training time for these "specialized tools"?
I find it hilarious that you think that ammo was "specialized". No they were not. They were extremely unstandardized and individual, but they were not specialized. You do know what specialized means right? A hollow point bullet is a specialized ammo. Black powder, a metal ball and a ramming rod isn't specialized.
Also what exactly do you think the training time for the use of these weapons were? You do know humans are pretty smart. We can actually learn and we can do it pretty fast.
Do you know how long it takes to become a good archer with a longbow? A bloody lifetime. That is the training time. You have to start when you are young. Not only to learn how to use it, but to gain the correct posture and upper body strength to even use it. Any specialized ammo/tools a gun needs is completely irrelevant when it comes to this very fact. There is a reason why crossbows and guns where used side by side for a time until guns won over as the superior weapon.
"However that does mean in a few respects you're correct. A musket is simple and standardized so anybody should have access. Also pistols, shotguns, machine guns, sniper rifles, any kind of cannon all operate so differently that 1 class for all of them doesnt make much sense."
- Uhmm... this is awkward. You are actually completely incorrect. First of all. Muskets were not "standardized". Guns for a VERY long time were very unstandardized. It was actually a very big issue during the American Civil War during the 1860's. Because of the fact every single gun was individually crafted you can't just replace a single part of a gun with any part from another gun. They simply didn't fit. You has to craft a new piece for the gun if you wanted to replace anything. Ammo and stuff was also a issue because everyone has their own guns. Some muskets, some rifles and many of the rifles and muskets did not even use the same ammo. This was a logistical nightmare. So no. They are not standardized. It might have been a little better for larger armies like the British or the France, but I doubt it since replaceable parts was not a thing back then.
You also talked about Cannons.... oh boy. Now that is just silly for you to act like you know anything when you say they were standardized. During the late middle ages and early modern era. The cannon smith actually went to war WITH the gun they made. It is because they were the people who understood them. To use a cannon effectively was actually far beyond that of any "common soldier" as you have to calculate ballistics without any modern mathematical aid. To be a cannoneer was actually a specialized role.
I also feel you are just picking guns from just about any time period you can find. You do know what age period D&D takes place in right? It is the late middle ages. Machine guns were VERY late inventions. Guns has been used in Europe since the 14th century, and shotguns were invented in the 16th century. The Machine gun was only invented in the late 19th century. So there is something around 500 years that separate the invention of the machine gun and the use of firearms in Europe.
You also do know what a "Sniper Rifle" is right? It is not some kind of special gun. It is a normal rifle with a scope on it. The concept of a "Sniper Rifle" is a modern concept. Back in WW1 and WW2 it was just a regular gun with a soldier that was pretty good at marksmanship. A gun that does sniping is a sniper rifle. You can snipe with a handgun if you want, but you are not going to be good at it.
"Maybe a guns supplement wherein several classes have access to 1 special firearm for each. (With the exception of sniper or pistol dueler since those are kind of their own class) "
- Why? You have yet explained why guns in D&D need to be class based and not just used as a Heavy Crossbow or like a longsword is. Some classes got proficiency and other do not. They can train to gain it, but it is still just a tool. Do you have supplements for longbows, mauls and hand crossbows as well? I think you are making out guns to be this mythical thing when it isn't. A gun is a tool. A piece of wood and metal. Just like a sword is. A sword can be pretty complicated and it sucks if you don't take care of it, but it is just a tool.
As someone who own and use guns. I do not see guns as mythical things. Do you?
"Also I think if the Artificer picks a guns subclass then they should be allowed to repair all guns and possibly aim/fire the heavy weapons since artillery has more to do with math/INT then aiming/DEX"
- First of. The rules say all Artificers already have gun proficiency if guns exist.
Second. There is no "damage" mechanic in 5e. If you only use it for guns, I have to ask what is wrong with you? Why do you only use it for guns and not sword, crossbows and longbows. Like crossbows and longbows become worthless if it rains and the string gets wet. Where is the damage mechanic for that?
Sorry bro. But I think you have funny ideas about what guns actually are.
yeah but cowboys are pretty cool
@@Quadrilli0n And you can't be a cowboy without having a dedicated class that for some reason have weapons that only they can use?
I mean. I like knights. But I am not going to pretend that a longsword and shield should be class restricted that you can't just pick up. I have had way to make wooden sword duels to even pretend that is the case.
What exactly is a cowboy? It is a guy riding on a horse, have a handgun and rifle and steals cattle, or protect them. You can be a cowboy with the fighter class and just use guns as the tool they are without class restricting them.
This looks like a discussion between two people who are actually disagreeing about why classes exist in the first place. Some people say that classes exist to codify a character archetype and flavor. Others say that a class is a kit full of synergistically compatible abilities that distinguish one character's abilities from any other.
Here's a little something I homebrewed up.
Name: Durandal
Weight: 15 lbs. (gun is 10 lbs. holster is 5 lbs.)
Notes: Legendary Handgun and Holster (requires attunement)
*_"A magical firearm possessing an unlimited amount of universal ammo. The ammo itself can take the form of any damage type, inflicting 1d12 of the damage type chosen when fired (the damage type can be changed up to the moment the gun is fired but not after). It can only fire one bullet at a time, but it is magically reloaded infinitely and automatically when holstered. You can use 1 action to draw, fire, and holster the gun in quick succession. Alternativly, you can use 1 action to draw and aim the gun, doing this adds +5 to your next attack roll with the gun, additionally you can freely switch your aim to a different target at will. This action adds 1 additional reaction that can be used to fire the gun at any point and immediately holster it afterwards (regardless if it's your turn or not). This weapon cannot be destroyed or have it's magical properties removed, changed, or nullified in any way, shape, or form."_*
Why am I getting Marathon 2 vibes
Cool
Firearms in medieval settings are not anachronistic. We had pistols and rifles before some of the heavier armors, which were made in reaction to guns.
In the town of Aqua fria rode a stranger one fine dayyyy
Our home rules about firearms in D&D is that it can only be used once every 5-10 turns (turn requirements are based on dexterity throws for reloading), cannot be used while it's raining or after the character becomes submerged, gunpowder can only be purchased from an alchemist, and the firearms are not accurate past 10-30 feet depending upon whether they're using a pistol or rifle.
However they do 1 D20 damage (any dice rolls under 7 are rethrown) and the projectile ignores all but 1 AC of the targets' worn armor, cannot be dodged, stuns for 1-3 turns (constitution saving throw determines stun duration), and ignores 50% of the AC of all cover that isn't made of stone at least a foot thick or steel at least 2 inches thick.
what in tarnation
I'm framing this comment on my wall. It's just... it's beautiful.
This is a text book example everyone for how to tell your players you don't want something at the table without being the bad guy and flat out saying 'no'. 🔫🤠🔫
Pistol or a musket....but you'll never see a Smith and western stuck in a stone!! 😂 Dungeons and Derringers!! 🤪
What would've been cool if this book also explored medieval guns, like a small pistol that you could you use as a frontline subclass and whip it out to deal a fatal blow to an enemy if needed, a master sniper, using arquebus or musket to take down enemies at range, or even a master of engineering using an abus gun, which requires the battle to be planned out (as the weapon needs to be planted into the ground before firing it) but can deal devastating damage every turn if done right
The fact that he shows a Kelermorph at 1:35 is absolutely hilarious to me cuz the reason i want to use guns / be a gunslinger is so that i can play as a Kelermorph
Gun Slinger would work for a Giff with a halfling man servant named Greives
The use of Warhammer art in the background intrigues me. Do you like Warhammer? Do you think you'll ever make videos of it?
I've played a Gunslinger before, but it was Valda's version. Honestly i had a lot fun with it, but it's fun too see another take on it, even if i disagree with it being the best version of the class.
This is a wonderful breakdown and helps me to have a better idea of what will work well for our own homebrew projects that go along with the miniatures we make as well.
Making an entire setting is an ambitious project but we have a patreon that helps to inspire us. We just really want it to fit with the initial power scale and brevity of official content.
What a coincidence that a player of mine wants to play a gunslinger, how does it compare to matt mercer’s Gunslinger fighter subclass?
Biggest difference is no fighter chassis and different gun mechanics! personally I'm not a fan of the misfire mechanic in the mercer version, but it comes down to preference =)
@@WintryRPG The misfire is a 1-to-1 crossover with the Paizo gunslinger class, so I understand why it's there. Matt was very new to conversions at the time.
@@KevinVideo and that 1-1 crossover what exacttly what was warrented ;) they were playing pathfinder pre-stream...
gotta love the gunslinguer debacle in dnd while in pathfinder is a cannon class, cmon guys its not that hard
Oh. I just made a custom home brew variant of the ranger for the gunslinger
Historically speaking guns only allow you to field more trained troops in less time then archers. Not a lot of difference between an arrow and a bullet on impact damage. However considerable difference between the two on reloading. I just treat them pretty much the same until you get a specialist Like the Archer /Ranger class of D2 . Gunslinger holds promise as a class novelty and intrigue.
Where does one review a homebrew?
I heard once that I guy invented gunpowder and guns to add them to a medieval game.
I have never liked the argument that guns aren't Medieval. They were used by Knights and even brought about the end of the Knight as a Warrior during the Italian Wars and the European Wars of the Religion. They were a central part of Ming Dynasty China and massively impacted Sengoku Period Japan.
Guns are JUST as medieval as Greatswords, Warhammers, Longbows, Maces, and basically every other Weapon that no one ever questions being present. Hell, Bards carry Rapiers which were most famous for their use ALONGSIDE guns during the Renaissance.
in my opinion it shouldn't really cowboy guns but should be more like flintlocks
Thanks for the introduction to a Fun addtion winter might look into this
does anybody know what 'kick' in the guns section mean ? It's associated to the handcannon pistol and sawed-off shotgun and i can't figure it out :,)
Then the Gunslinger takes a Rogue dip for a couple of levels to pick up Sneak Attack and Cunning Action, and opts for the Sharpshooter Feat, rather than taking an ASI at L4, just for good measure.
I feel a rouge dip is strongly discouraged with this class, because it trades its own damage scaling for the situational one of the rouge. Mind you it's not too dificult to get sneak attack with the rouge, however it would be one more thing to keep in mind, for benefits that really don't matter to you too much. The class has a built in disengage, so even cunning action is not that much of a benefit.
This class wants to keep hitting targets to keep its enhanced crit range, so the penalty of sharpshooter conflicts with the classes base features.
I DMed for a Gunslinger in my game and it was loads of fun. There really isn't anything like it in 5e. :D
@@forte_dx1813 What Sharpshooter penalty? Just allows you to ignore cover and suffer no Disadvantage to attacks at Long Range.
@@forte_dx1813 Cunning Action also allows the bonus action to be used to Dash or, more significantly, Hide. If successful this means next attack is at Advantage to trigger a ranged Sneak Attack.
Personally I think the gun deserves another property which is armor piercing. After all what made knight armor useless was the advent of guns. I could see this as the affect of plate armor being mostly nagated by the round.
This really goes for muskets. which did exist in medival europe and earlier versions of the gun.
Welp. There went ten dollars.
Yes guns are far more deadly than maces or other melee weapons. There are countless times people have survived strikes from melee weapons (especially in armor) but surviving bullet wounds (especially in the early days when the standard size was about 75 caliber) was essentially unheard of.
if they got hit
I’m imagining a wizard using magic to aimbot with a pistol
Or how about a wizard enchanting it's rifle or pistol with infinite ammo
Modern ranger. That's it
I guess Im having an issue with trying to fit them into my campaign bc I’m thinking about it too realistically.
Gracias. Lo usaré (:
I thought the gunslinger was a fighter subclass?
Having not played it yet, I can't say for sure that it is, but the 2 class features at lvl 1 seem wildly overpowered. Every successful attack essentially doubles your chance of a crit and you get a free extra damage die on crits? That means if you're using a repeater, at lvl 1 if you don't miss, your 5th shot will crit on a 16 and do 3d10 piercing? That's insane and the extra damage die increases as you level up? That outpaces nearly every class in terms of out the gate damage by a substantial amount considering almost any other class to do that kind of damage would need a spell slot and a spell they likely don't even have at that low a level.
I think 3d10 is a good reward after four turns of setup, combats only last like 6-8 rounds.
four rounds of perfect aim only nets you a 25% chance to crit
and inflict wounds can happen at turn 1 at level 1 with no setup 😁
My gunslinger character has absolutely nothing to do with any of the motifs you mentioned. I think it will be fun.
💙💙💙
5:28 That combat analysis needs more context about AC values itself. I know they took it from chapter 9 in the DMG but I think they could have been clearer on what values specifically like at level 1, 4, 5, 8, 13 and 17.
Still though, good stuff!
What do u mean one additional time of gaining this benefit at level 14 when you can gain it (an unspecified) multiple times already. 1st level feature feels like it’s missing like one line.
You gain the benefit (reducing by 1 your critical range for your subsequent ranged weapon attacks) whenever you hit with a ranged weapon attack. Its passive, it doesn't have any limit of uses. By 14th level, whenever you gain the benefit (whenever you hit with a ranged weapon attack), you gain it one additional time (in other words, you gain it again, meaning you gain the benefit twice).
Normally to reach critical range 16, you would need to hit 4 times in a row. At level 14th, you only need to hit twice to reach critical range 16.
I am one who believes that there is no need for new full on classes on 5e, that if you want another kind of theme and cool gimmick that doesn't exist, like the one in the video, you could make it a subclass instead
like, if you wanted a gunslinger who is a holy man on duty, chasing demons and cleasing the world of corruption, make it a Cleric subclass, or even Paladin
a bounty hunter chasing targets? Ranger
a quick-drawing dual-wielding shooter? Fighter
a sniper? Rogue
It's one of the gripes that i have with Bloodhunter from Matt. It's a hell of a good class, don't get me wrong, i love it and always get exited when players want to use it, but i still think you could make that same theme in a subclass instead of a full new class. It ends up clashing with the other themes of classes that already exist, in that case, Bloodhunter feels a lot like a Ranger, or Warlock
For me, that's why Mystic isn't a thing anymore (excluding the whole balancing issue), it steped on the Wizard's and Sorcerer's toes in a lot of ways, and it ended up becoming a bunch of new subclasses for existing classes, with that same theme of psychic and mind stuff, wich i liked a lot
As I encounter this line of argument fairly often, please allow me to paste a preemptive response to it from the class's appendix!
"We believe this class offers a more unique, exciting, and genuine expression of the fantasy (or fiction) of firearms than could reasonably be achieved in a smaller package."
Expanding on this a bit:
Minimalism is a fine design-principle, but in my opinion isn't a doctrine to be followed blindly. Under such dogma, even official classes can and should be reduced to a subtype of either fighter or wizard (after all, a barbarian is just an angry fighter; a monk an unarmed fighter; and a rogue a cunning fighter). If your counterargument (dear reader) is that Rogue/Sneak Attack is a strong enough pairing (feature and theme) to warrant its own class, then I absolutely agree, and only request the same consideration be extended to classes from any source.
I really appreciate this video for opening my eyes to how tragically poor of a build the Gunslinger IS.
It just goes to show, when people who know absolutely nothing about a subject, they write a book, and there IS demand, people will buy it.
So very sad..
I wanna ⏯️ a kozaiyan how does it compare to any of the other races in dnd
Giff gunslinger ganna be broken
I’d just make firearms almost charge magic rifles maybe even have the player needs to steady it with a bipod and without it penalties to accuracy and maybe knock back for them like recoil strength checks idk 🤷♂️
can someone tell me what d&d is?
a waste of time, go play pathfinder 2e
A tabletop RPG whose full name is Dungeons and Dragon's. You've probably heard of it.
More third party content.👍 WotC is dead to me.🙂
First of all don’t have repeating guns. At that point you are sci fi not fantasy. Stick with the musketpunk era.
Deadeye + Bad Medicene seems like a broke combo for level one just with how it makes crits up to 5x more common (25% vs 5%) and the damage goes from 3x+ vs 2x
Abuild hyperfocusing on accuracy can easily just turn into 'Infinite grit, infinite crit'
I dont think so, crit fishers arent that good and you loose the benefit really easily
@@xadielplasencia3674 Yeah, I don't think it's broken. If anything, it's a risk-reward mechanic
@@xadielplasencia3674 If ya max dex and wis by level 7, you have 8 + Wepacc bonus to your hit, withan optional +5 for a total of +13
Meaning to not score a 16 crit you'll need to roll a 1 or 2, or a 10% chance, if you flank it's a 1% chance instead
@@Sinchu9 Sure but that is after hitting 4 times in a row and the benefit is just to crit, wich is good, but isnt a mayor bonus to dpr (especially in the new UA)
While I do understand the concern, Heavyarms has included a plethora of math comparing the DPR of the Gunslinger at every level in comparison to the Battlemaster Fighter and Thief Rogue, to the Maverick Gunslinger, all maxed out, with and without feats. I can guarantee that Mr. Arms has made certain that the gunslinger works within the confides of the core books without overshadowing them.
I'd rather just play a rogue artificer
The genre is Sword and Sorcery, not Sword, Sorcery, and Shootouts.
The genre is fantasy, Sword and Sorcery is a sub genre of Heroic Fantasy, which is also a sub genre of fantasy. Most tabletop RPGs like DnD are High Fantasy, not Sword and Sorcery.
"We're all in strung out shape, but stay frosty, and alert" - I do like the focus on what story arc are we goign to tell, going beyond 'what are the mechanics' --- im just not a fan of guns in my high fantasy...
If I wanted guns I would play Boothill
Just play warhammer role play 4e
Found the "just play 'X system' instead" guy
JUST PLAY F.A.T.A.L.
@@CharoGaming
dont need to change system, just take the firearm rules and fire arms from it
Found the fascist
it's surprising that you would do a full video on a gunslinger home brew class, and never even mention the mercer gunslinger. that feel's wrong, especially since this one is clearly inspired by it. the grit point system is directly from the mercer subclass, just with renamed/additional uses. this would be like doing a video on a new pdf about new 10th level spells, but ignoring that gemhammer publishing did that years ago.(and you can't even claim to not know about mercer's stuff, since you have done multiple video's about tal' dorei reborn. that specifically included a firearm based background.) your normally more thorough than this.
The Grit point system is actually from the Gunslinger of Pathfinder! Or at least, was found there well before Mercer's or Heavyarm's was released. The Mercer Gunslinger was converted from that edition, so to avoid giving the wrong source material credit, I left it out =)
There's easily dozens of Gunslinger takes floating around on the internet, and as I mentioned, everyone draws from the same media interpretations. There's bound to be overlap, and that's alright.
Double range on a hand crossbow. Want a revolver? Give it the Reload 6 quality. Done.
I don't even think the reload quality is necessary. You could give guns innate feats while wielding them instead, like innate Sharpshooter with marksman rifles or innate Crossbow Expert with revolvers or lever rifles that work with that gun only (bonus action attack with the gun you're wielding if you already attacked with it.) The most attacks someone could realistically achieve in a turn is 9 with a level 20 Fighter, and that's with an Action Surge and Crossbow Expert. Most of the time you would be getting 4 (5 with Crossbow Expert) attacks, which is more than fitting for a revolver.
I'm actually baffled by how poorly designed the guns are in the DMG. The only gun on that whole list that's even remotely balanced is the musket, and even then it's pathetic range is questionable...