![]() In both cases you need two hands to properly utilize your weapon, but generally have one hand free for other purposes. Handedness is important, but the difference between 1 w/ reload and and 1+ is less significant than you're making it out to be. ![]() The fact you could have a sturdy shield and a dueling pistol is something that a bow user is never going to be able to do.Īll I am saying is that there is also a handed-ness dynamic that has to be taken into account. The dueling pistol is a one shot weapon that can be drawn and used with one hand. I disagree that the dueling pistol is supposed to be comparable to a short bow. Solving the issue by giving the gunslinger an overpowered feat or feature to compensate or something would be a significant misstep, imo, because it fails to address the underlying imbalance the Reload trait imposes on the game and creates mandatory feats everyone who's expecting to use similar weapons is forced to find a way to take, which is supposed to be anathema to PF2's core design principles. Quantifying 'similar' is a bit tricky when they have different ranges and the shortbow should probably have a slight edge because propulsive makes you MAD, but ultimately, they're both martial weapons so the end result should be similar before you look at any feats. That's the kind of advantage a bow should have over a crossbow, nothing more). If you instead hand that character a crossbow, they should perform slightly worse because it's a simple weapon, but only slightly (really just compare simple melee weapons to their martial counterparts: going from a longspear to a halberd is one die step and an extra trait, going from a dagger to a short sword is just one die step. If you hand someone a dueling pistol and then hand an identical character a shortbow, they should perform similarly right out the gate, because they're both martial weapons. A big part of weapon design in PF2 is creating tiers of weapons that are supposed to be roughly comparable to each other: Yeah, the gunslinger could get feats to make it better, maybe. The only real difference is that everyone pretty much gave up on crossbows pretty quickly. It was true of crossbows in core and it's still true of firearms in the playtest. There's been a lot of talk about the fatal trait, about feats and damage and things like running reload, but I think all of that ends up obfuscating the fundamental issue a bit: The reload trait is really bad and the weapons aren't properly compensated for it in the long run. I think if there's one thing this playtest has shown, it's that the Reload trait is dramatically undervalued in Paizo's current formula for weapon balance.
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