You took away all of its punch and made it one of those "If you don't have blank when the fight starts, you get blank." classes. How did the extra crit chance and bleed damage of the lvl 18 skills not fit in every campaign? And how does a non magical class suddenly making the gunshots magical add anything? Not to mention you got rid of the ability to attempt a quick fix. This is really more of a harsh nerf to the Archetype than a rework. It just feels... generic now. I get you wanted to give the Gunslinger access to magical attacks, but stripping something away for that one thing was the wrong way to go. If the player wants magical attacks, let them enchant the barrels.
Then there's the gun upgrades. You took basic gun upgrades from video games and just put them here without questioning the "how" of it. Putting rifling in a musket would barely do anything. Putting rifling in any ball-firing gun would barely change anything to be honest. And aside from rebuilding the gun to include another barrel, there's not really a way to increase the ammo capacity. These are old-timey guns, you can't just include a bigger magazine. With the caliber increase, again, you would have to remake the entire gun to decrease the amount it can hold. Why not just add on to the gun's misfire score? Bigger shot means more powder, more powder means bigger boom, bigger boom means bigger fail. I just noticed, how is your blunderbuss a 2-shot weapon? The blunderbuss is literally just a small canon.
In short, this would've been an ok archetype on its own, but when compared to a, basically, professional D&D player's archetype this just felt... gutted. Not trying to hate, just giving honest feedback. I can see promise in this, I'd just try to make an original archetype rather than reworking other people's. Especially on websites where people have the option of giving you money for it
|