Depictions of gunpowder weapons in fantasy RPGs are plagued by a number of issues, not the least of which is a general overestimation of their power and efficacy. This is because people think, "Guns and gunners replaced swords and knights, therefore guns must be more powerful." This is a reasonable line of thinking, but it is not correct. The reasons why guns became the dominant weapon on the battlefield are many - too many to go into here, in fact - but for our purposes, it is important simply to recognize that guns did not become dominant because they did more damage than the other weapons of the period. Even today, in this wonderful technological world we live in, I would rather be shot in the chest than be struck with a battle axe.
Knights actually co-existed with guns for centuries, and for the most part they could get by with only a few dents in their armour to show for it. Even in the 17th century, many soldiers wore steel armour which protected them from bullets.
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| Royal Armouries - Leeds |
That said, you may be starting to guess that I have some issues with the way Pathfinder deals with gunpowder weapons.
Actually, not as many as you might think from the above paragraphs. For the most part, the damage these weapons deal seems reasonable on the whole, with a few exceptions. A lot of the weapons have x4 crits, which seems fine for modelling gunpowder weapons - if they hit you right, they can hit you hard. Sure there are a lot of things I could nitpick (in what world does a musket do more damage than a rifle?), but I'd rather just scrap the whole thing and start over. So let's kick off Part 6 of Fixing the Weapons Table.








