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Started by Odinsgothi, August 06, 2012, 01:45:10 AM

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Odinsgothi

Greetings all, i have to say i am ecstatic to find this resource, and have been trolling for a few days and reading, but now the time has come to register and post. Now to the nitty gritty,  a few old friends and i have been hacking away at a homebrew setting for about 3 years. During that time, i have changed the scope and scale, and even direction of the campaign module we want to run in this world.  At this point i am the lead on it, and i am getting support at my direction from friends with various skills, i even have an artist! :)

The setting is for Pathfinder RPG, or 3.5, and fits into the genre of "Flintlock Fantasy". I borrow heavily from Regency/Napoleonic Europe. My own education is in Archaeology/Ancient history, and i consider myself a scholar of military history. Now this goes well beyond simply giving monsters muskets and calling it a grand old time, rather i am having a blast developing my regional political issues, racial tensions within civilized nations, and really pushing the concept of "National Identity" as a new commonplace issue.

I will save a greater description for the actual Setting thread when i have time to post that up. Where i am a little snagged up is actually with Feats and Traits. I have a few i have been experimenting with, however i regret that using flintlock firearms in a Pathfinder setting is still new to me in terms of ACTUAL gameplay. I am curious to hear feedback on sources of feats or Traits you may have used with either great, or no effect so that i can avoid problems, and/or add new concepts which change the dynamic of the fight for the better.

One example of this, albeit an example which we are still trying out, unsure if the concept is broken or not, is that of a feat allowing Ranged-Flanking within the first range increment of the weapon. Imagine two allies, perched exactly opposite each other getting a flanking bonus ( both attackers must have the feat though ).

We want to leave the game mechanics alone for ease of use and familiarity, and i thought the dynamic of ranged combat can be changed through these means.  Im open to ALL thoughts! :)
Now Lads! By push of the bayonet, charge!

Superfluous Crow

Welcome to the site!
I unfortunately have no experience with Pathfinder muskets, but your campaign premise (and your own personal expertise) sounds intriguing, so I'd like to show my support for it, at the very least!
Now, the ranged flanking feat. Does it only work if both flankers have the feat and use ranged weapons simultaneously, or can you do melee-ranged flanking?
The former seems to be more fair mechanically, but wouldn't it mean that wayward bullets would risk hitting the opposite flanker? Doesn't seem like a sound military tactic. Also, do they flank just by being on different sides of the opponent or does the feat require them to be on a line passing through the flankee, like with melee? Could get hard (or just cumbersome) to calculate.
Maybe it would work better if it was separated from the flanking mechanic; I can see how an opponent ducking to avoid musket bullets would be an easier target/weaker target. He could receive penalties from having to duck out of the way, a special "suppressing" shot could remove his dex bonus temporarily or maybe you can have a barrage feat where several muskets used together produce an area of effect.
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

Odinsgothi

The Feat i used as an example does indeed require both ranged flankers to have the feat. However if one ally is in melee, and another is within the requirements for ranged flanking, only HE gains the flanking benefit. ( imagine him getting a bonus to his shot because his opponent is distracted.) However there IS a normal penalty to shooting a ranged weapon into a Melee action, which is mitigated by another feat from the Pathfinder core rulebook.

All this is theorhetical at this point to me, and we are playtesting some of this, so i'll have to get back as to what works and what.. well, doesn't! I can attempt to post up some encounters i designed that we are using as test runs. One of which is pulled from Rorkes Drift, where i have my players with a small number of NPC "Halfling - Redcoat Marines" defending a farm against a goblin siege ( imagine goblin sappers with ladders attacking a 5ft garden wall like it was the battle of jerusalem or some epic fight.. makes me giggle inside. )

Thanks by the way for the welcome! I plan to be here on these forums.. a lot. So much good reading material i need to pull myself away to do things like... work on mine. @.@ or sleep..
Now Lads! By push of the bayonet, charge!

Kindling

#3
How realistic do you want your flintlock weapons to be? Do you want them to be the predominant weapon because they are better than alternatives, or because of ease of use/production?
You could come up with some rules to represent the effectiveness of volley fire, like for each ally also firing at a target in the same round you gain a bonus to hit/damage/range/whatever.
Reload times could start very slow but feats or maybe just class level (if all classes are assumed proficient with firearms) would help get you up to "three rounds a minute in any weather" as you become a more professional fusilier.
How do you want bayonets to work? What about cannon?
Will there be any more old-fashioned societies in your setting that still use matchlocks or even bows and chainmail? Do you want these societies to be completely outclassed by "modern" flintlock-equipped enemies or should they still have a fighting chance?
While I've never played in a flintlock-era setting myself, I always imagine that while the mook-type NPCs carry muskets, the PC party would be more piratical with bandoliers of pre-loaded pistols ready for quick firing backed up by melee weapons such as cutlasses, hatchets and sabres.
all hail the reapers of hope

LordVreeg

Will try to do get a more in depth read later. 
Is there magic in the 'flintlock fantasy'? 
VerkonenVreeg, The Nice.Celtricia, World of Factions

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Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

sparkletwist

Welcome.

I don't think that feat looks like anything particularly worthwhile to use up a feat slot on-- you get a situational +2 if and only if someone else has also taken the feat. Rogues being able to sneak attack is somewhat nice, but then they're using yet another feat because firearms are exotic, and they have to scrape up the money to pay the ridiculous prices for one, too. And if the other guy isn't a Rogue, it'll be tough to make it worth his while. In general, firearms in Pathfinder, particularly the "flintlock era" ones, come across as pretty unimpressive and underpowered, especially as the levels rise and archers start getting a lot more options. And of course, at high level, spellcasters rule the school.

Quote from: OdinsgothiI plan to be here on these forums.. a lot. So much good reading material i need to pull myself away to do things like... work on mine. @.@ or sleep..
You are strongly encouraged to comment on some of that good reading material as well!
That is how a place like this thrives after all. :)

Seraph

I think I'm with Sparkle on this one.  It might be better if the feat were changed such that it simply allows the character who takes it to flank at range, and remove the bit about the friend. That way, you could flank an enemy who is engaged in melee, and two people wouldn't have to use up feats on it.  Alternatively, to make it more worth their time, you might grant them some other bonus.  Make the enemy count as flat-footed, or a "pinning" effect, where they can't move for a round.
Brother Guillotine of Loving Wisdom
My Campaigns:
Discuss Avayevnon here at the New Discussion Thread
Discuss Cad Goleor here: Cad Goleor

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Odinsgothi

Yeah, the feats/rules is a work in progress. I have been forcing myself to put 80% of my energy into the background and setting, as well as the module. One of my room mates and a loooong time veteran DM is trying to find time to assist looking the rules/feats over, but again, that is very much in the experimental phase if you will. I'll get all the feats/traits i have so far and list them up to be shot down (jk :P ) but great feed back, it really helps to get new ideas and eyes on these issues.

As to a bit about the setting;

Yes, magic is still there and readily used. My players begin the first portion of the campaign actually as "Soldiers" for the Cambrian Empire ( yes, Cambria is the name for Wales, i used it for vernacular familiarity ) which one could imagine a fantasy version of 1809 England.  It is not a wargame, so i have found ways to increase the diversity of class options and keep the small party "D&D feel" by utilizing them as Exploratory officers, or scouts.  The module revolves around an "end of times" prophecy, conspiracies unfolding over centuries, an immortal vampire council, elder gods and religious fantacism with dragons. :P Thats.. like the 20 second selling point.

Older archaic cultures still exist and thrive. Independant orders of Knights ( Paladins, clerics, oracle, cavaliers monks, etc.. ) fight as independant companies, or as individual attache's to specialized units, alongside the Redcoated Line Infantry.  The "Royal Arcane Constabulary" acts as a period version of the FBI and CIA, operating across the continent to stop and investigate supernatural threats. 
Now Lads! By push of the bayonet, charge!

Odinsgothi

My apologies, forgot to ad a point;

I like the Napoleonic time period firearms, specifically because they do not in any way replace melee combat. Most battles of the day ( Austerlitz, Badajoz, Vitoria, etc..) were carried by melee action, ie- bayonets and blades. Cavalry and lancers still ruled the battlefield. Line of battle formation with mass volley fire was meant to soften up a target before advancing for the charge.  The REAL game changer during this time was Artillery and Rifles. Artillery is something that wont be common outside a battlefield, and doesn't change the nature of the basic "Dungeon crawl". Reload speed is still slightly faster than is "real" but i dont think that will change the dynamic of the game a whole lot imo.
Now Lads! By push of the bayonet, charge!

Seraph

Quote from: Odinsgothi
Yes, magic is still there and readily used. My players begin the first portion of the campaign actually as "Soldiers" for the Cambrian Empire ( yes, Cambria is the name for Wales, i used it for vernacular familiarity )
Nothing wrong with that.  Fantasy authors do that all the time.  Frankly there are a lot of really good names in the real world, and most people probably aren't aware of most of them.  (There are a LOT of places in the world, and therefore a LOT of names).  And using names from real places can evoke feelings about a place.  Authors in general, fantasy or otherwise use names to give hints about the places and characters they represent.  So steal away!
Brother Guillotine of Loving Wisdom
My Campaigns:
Discuss Avayevnon here at the New Discussion Thread
Discuss Cad Goleor here: Cad Goleor

Bardistry Wands on Etsy

Review Badges:
[spoiler=Award(s)]   [/spoiler]

Odinsgothi

Thank you sir! i admit, i love using old Dutch maps and scour them for obscure place names to reuse and modify. :)
Now Lads! By push of the bayonet, charge!

Odinsgothi

Here are some of the Feats i was looking over. These are just what i have as of now. I pulled myself off of this project to work on developing a 12 month calendar, ( i am literally stuck on names for months at this moment.) but please let me know your thoughts. Many of these are modified or inspired from stuff we found on PFSRD. :)




Studied Tactician (Combat)
Your understanding of battlefield tactics, through experience or education, has improved your performance on the field.
Benefit: You add your Wisdom modifier to initiative checks. This is in addition to other modifiers to initiative, such as the bonus provided by Dexterity scores or the Improved Initiative feat.

Flanking Charge (Combat)
You use cover and chaos to outflank your opponents on the charge, catching them by surprise.
Benefit: You are skilled at outflanking opponents, and at the end of any charge  action you may choose to end it in a space adjacent to where you would normally end ( the space in which you could attack your opponent as normal.)

Ranged Flanking (Combat)
Prerequisite: Point-Blank Shot, Precise Shot, base attack bonus +4
Benefit:  When attacking with a ranged or thrown weapon, within it's first range increment only, you can be considered flanking if you are in a space directly opposite in a line from an ally threatening the same target. Both you and your ally gain all the benefits of flanking, including +2 flanking  bonus on attacks, rogues can sneak attack, etc.
Normal: Only characters in melee are considered flanking.

Improved Ranged Flanking (Combat)
Prerequisite:  Ranged Flanking, base attack bonus +8
Benefit:  The benefit of two ranged attackers flanking a single enemy is known to every skirmisher and  highwayman. The confusion of being attacked from a distance by two flankers working in practiced unison, gives a +4 flanking bonus.
Normal: Both you and your ally gain all the benefits of flanking, including +2 flanking  bonus on attacks, rogues can sneak attack, etc.

Furious Piping(Combat)
You are the embodiment of the sounds of battle and glory, piping or chanting the way forward to victory.
Prerequisite:  Bardic performance class feature
Benefit:  You may utilize your intimidate skill to start and maintain  bardic  performances.
Well Educated
You were given the finest of educations, the best tutors and teachers.
Benefit: You gain a +2 misc. (Education) bonus to any two Knowledge skills.


Improved Education
You are always learning more on your travels.
Prerequisite:  Well Educated, base attack bonus +6
Benefit: You gain  a additional +1 bonus to each skill  selected for "Well educated", +2 to one additional knowledge skill, and you can effectively read and write one additional common language you have been in contact with.




Fire on the Draw(Combat)

You can fire a pistol from the hip during the draw.

Prerequisite: Quick Draw, Base Attack Bonus +4, Dexterity 15.
Benefit: When caught unaware in a surprise round, you may still make a single attack with a pistol (so long as it is not concealed) at a -4 penalty to hit. You roll initiative as normal during the surprise round, but may take no other actions.
Normal: Without this feat, you cannot take any action during a surprise round in which you are unaware.
Special: A fighter may select this feat as one of his fighter bonus feats

Quick Reload (Combat)

Choose a firearm (pistol or musket). You are trained in loading that weapon with lightning speed.

Prerequisite: Weapon Proficiency (firearm type chosen)
Benefit: The time required for you to reload the chosen firearm is reduced to a move action. Reloading a firearm still provokes an attack of opportunity.
Normal: Without this feat, loading a firearm requires a full-round action
Special: You can gain Quick Load multiple times. Each time you take the feat, it applies to a new type of firearm. A fighter may select Quick Load as one of his fighter bonus feats


Ambushing Fire(Combat)

Your training tells you to hold your fire, waiting for the enemy to make their move before you strike..

Prerequisite: base attack bonus +8, Rapid Shot
Benefit: While armed with a ranged weapon that is loaded and ready, you may effectively threaten squares up to 30ft ( or the range of the weapon should it be less) for making attacks of opportunity. This cannot be used if you are flanked or threatened yourself.


Veteran without Armor

(Combat)

You are adept at fighting without armor, be it from time in the ranks or a preference for increased mobility.
Benefit:  So long as you do not wear Armor's that grant a base bonus of more than 2, you gain the benefit of your quick combative reflexes, you gain a +2 Dodge bonus to AC. At 10th level this increases to +4
Special:  A fighter may select this as one of his fighter bonus feats

Armor Piercing Shot (Combat)

Firearms are known to pierce through the toughest full plate, but the skill to make those shots count takes training, which you have...

Prerequisite: base attack bonus +1
Benefit: You gain a +1 attack bonus against enemies wearing medium armor, and +2 attack bonus against enemies wearing heavy armor.
Special: For enemies with natural armor, treat scores of +5-+7 as medium armor, and scores higher as heavy armor. This feat may not be gained multiple times, and can be taken as a fighter bonus feat.


Infantry of the Line (Combat)

You have been trained as a line infantry soldier, your prowess in combat and working as a team shows that.

Prerequisite: base attack bonus +1
Benefit: You can ignore the cover penalty provided by an ally between you and the enemy you are attacking.  When adjacent to 3 or more allies you gain a +2 circumstance bonus to your CMD.
Special:  A fighter may select this as one of his fighter bonus feats





Brace Bayonets (Combat)

Your training allows you to Brace your Musket quickly and effectively.

Prerequisite: base attack bonus +1, Infantry of the Line

Benefit:  You can brace a musket or rifle equipped with a Bayonet against a charging opponent as a free action. If the bayonet is not equipped or is broken, the effect does not work.
Special:  A fighter may select this as one of his fighter bonus feats

Skirmishing (Combat)

Skirmishers provide fire and support in between and outflanking the main lines of battle. Quick and agile, they always keep firing and moving..

Prerequisite: Infantry of the Line, Shot on the run

Benefit:  When you move at LEAST 5ft in the same turn you make a ranged attack, you gain a +2 dodge bonus to your AC until the start of your next turn.
Special:  A fighter may select this as one of his fighter bonus feats

Underground Boxer (Combat)

Underground Boxing is more brutal and ruthless than the sport normally is, and experience in the ring pays off on the street.

Prerequisite: Toughness

Benefit:  Against non-lethal damage you gain Damage Resistance equal to your constitution modifier





Well Kept Kit (Combat)

Years of drill and screaming sergeants have taught you to keep a clean and organized kit, which benefits you in action.

Prerequisite: Infantry of the Line, Quick Draw

Benefit:  Any single handheld item may be withdrawn from your inventory as a free action so long as it does not provoke an attack of opportunity.

Somatic Weapon (Combat)

Years of Arcane study mixed with years of military training pay off when combined..

Prerequisite: Weapon Focus, Spellcraft 1 rank

Benefit:  You may select a weapon you have weapon  focus in, and when casting spells requiring somatic components you therefore satisfy the somantic components so long as you have the weapon in hand. Spellcasting this way does NOT provoke attacks of opportunity unless grappled.
Sniper (Combat)

The Sniper may lay in wait for hours or days for one chance to hit his target.

Prerequisite: Stealth 5 ranks, Point-blank shot, stealthy

Benefit:  When you make a successful stealth check at least 10ft from your target, you may make one ranged attack then immediately take another stealth check at -10 to maintain your hidden position.  At level 10 this penalty is reduced to -0.
Now Lads! By push of the bayonet, charge!

Rhamnousia

I'm curious about any changes to the core classes that might come from having firearms abundantly available.

Are you going to use the Gunslinger class from Ultimate Combat, or eschew them now that everyone has access to guns? Personally, I think they'd end up making gun-toting characters of any other class irrelevant, but it's your setting.

Can Rangers use firearms instead of bows for their ranged combat style? I could see them filling the role of jägers or voltigeurs quite nicely.

Would a class who gets multiple attacks per turn (I'm thinking mainly of Fighters here) have the option of firing their musket first and then charging in with their bayonet?

How does traditional magic fit into this new style of warfare? Do armored knights still wade into battle in plate armor enchanted to repel musketballs? Do sharpshooters load their weapons with adamantine shot to counter just such defenses? For that matter, can firearms and cannons be enchanted as well? And how do the wizards feel about these new weapons that risk supplanting them as the most potentially-devastating things on the battlefield?

Just some food for thought. Can't wait to see how this turns out.

Drizztrocks