Show Notes
Pathfinder 2E: Guns & Gears Remastered is here, proving once and for all that the best way to balance a game is by strapping explosives to your boots, firing an elephant gun from horseback, and praying Overdrive doesn’t betray you.
Guns & Gears Remastered is bringing more chaos than a malfunctioning automaton with a loaded musket. The RPGBOT crew dives into the madness, covering everything from gadget-wielding Inventors to Gunslingers finally getting the respect they deserve.
If you like high-speed chases, overly complicated weaponry, and questioning whether all of this is actually balanced (spoiler: it is, but barely), you need to check this out. Saddle up, grab your gnome amalgam musket, and prepare for the most mechanically unhinged ride in Pathfinder history.
Materials Referenced in This Episode
- Guns and Gears Remastered (affiliate link)
- Guns and Gears Review from the RPGBOT.Podcast
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The reason Singular Expertise had all that awkward language about limiting proficiency for non-firearms was because there were things like the Ancestry Weapon Expertise feats or the Archer dedication which said “whenever you gain a higher weapon proficiency in certain weapons, you also gain them with these weapons”, and they didn’t want a situation where the optimal user of a Gnome Flickmace was a Gunslinger or something like that. The intended purpose of those feats was generally just to give advanced weapons to martials or martial weapons to casters (or monks). So post-remaster they just say “You treat these advanced weapons as martial weapons and these martial weapons as simple weapons”. It’s not really a mechanical change to the Gunslinger feature because the things it needed to list out an exception for don’t really exist anymore.
The Gunslinger generally has a higher proficiency on guns, in the same way a fighter has a higher proficiency with a single weapon type. They still have regular martial scaling on other weapon types, but the extra accuracy is their main boon compared to other martial’s damage boosts so swinging a bayonet around or something is like. It’s still fine but it’s significantly weaker, comparable to a rogue attacking without getting sneak attack or a barb swinging without rage. A gunslinger without the shooty go bang bang is like an angel without it’s wings. The fact that Drifter is really really good with combination weapons is super funny considering another book introduced a subclass called Way of the Triggerbrand whose whole thing is using combination weapons. It’s even named after a combination weapon called the Triggerbrand, which is ironically probably the best one for a Drifter because it’s melee is a d6 finesse sword. I think increased proficiency on one-handed weapons when wielded with a gun in the other hand would be a bit awkward to just insert into the base class, but I think it would make sense to have put it within a feat like Sword and Pistol that drifters are probably taking anyway. Attached weapons are kind of sad though. The poor bayonet. No pity for the reinforced stock though, that thing was errata’d into being a d8 weapon when 2handed. Why is smacking someone with a rifle more damage than a morningstar.