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Ultimate Options: Grit and Gunslingers $3.99
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Ultimate Options: Grit and Gunslingers
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Ultimate Options: Grit and Gunslingers
Publisher: Rogue Genius Games
by Thilo G. [Verified Purchaser]
Date Added: 12/07/2011 07:29:25

This pdf is 16 pages long, 2/3 of a page front cover, 1 page credits/SRD, leaving 14 1/3 pages of content for the pistol-wielding heroes, so let's give them a closer look!

The pdf starts by providing a new selection of 19 deeds as well as several new approaches to make the PCs choose said deeds from the now expanded list: Essentially, you could restrict access via the number of deeds gained or allow the option of feats granting access or even a combination thereof. The ideas presented reminded me of the advanced options-title that expanded upon the inquisitor's options, which is quite nice. A complete list of all deeds now available is provided for convenience's sake, which is just the amount of comfort I enjoy in a pdf. The deeds per se are balanced in the way we've come to expect from Super Genius Games and offer us a neat plethora of new options that range from trick shots over the ability to entertain/cow others via marksmanship to the ability to deliver devastating fusillades. I considered none of the deeds over-powered or useless and especially "Will to Kill", which lets you ignore e.g. domination long enough to get through one shot just blew me away in its iconicity.

Next up are new grit-feats, 14 to be precise and what can I say, I LOVE them - from the ability to put hexes into your ammunition to a pistol-wielding inquisitor's ability to use judgments to offset misfires, the combo-class feats ROCK and are open to both multiclassed characters and amateur gunslingers. Have I mentioned the feat that lets wild-shaped druids use firearms while wild-shaped? Bears with guns strapped to them? Yes, please! Especially aforementioned inquisitor feat and the Grenadier-feat that enhances the alchemist's bomb-throwing rock. Gaining additional deeds and improving close-quarter capabilities also feature among the new options. Once again, the options are well-balanced, ooze style and make for valid options.

The pdf does not stop there, though, and offers us rules to provide for characters that use Int and Cha instead of Wis for their Grit-like abilities. Going one step beyond, we get lists as well as 2 deeds that make it possible to use the grit-mechanic with weapons that are not firearms - most astoundingly, once again crunch-mastermind Owen K.C. Stephens manages to walk the line of coolness/usability and game-balance by restricting the usage without making the system too selective.

Should you, like yours truly, have a home-game that is closer to renaissance than to the medieval ages, the new Fusilier variant of the Gunslinger-class might be interesting - while you don't get a blackpowder weapon at first level, you instead also get some access to martial weapon training, making for an interesting variant of the gunslinger in a class that is very appropriate for settings in which blackpowder weapons are rather rare and expensive, hearkening back to the 3 musketeers and similar cloak and dagger classics.

Finally, the pdf offers 4 types of new ammunition, better cartridges and rules for bandoliers - these items are just the icing on the cake and make for easily integrated additional options that should find their place in just about any campaign setting.

Conclusion: Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to the full color, 3-column-standard and the artworks rocks. The pdf unfortunately has no bookmarks, but at this length that's still ok. I'll come right out and say it - I'm a sucker for Gunslingers. I love the class. Having reviewed RiP's Gunslinger book, I feared that there would be some space covered by both books, but mostly they do feel different enough to make them valid and fun options in just about any campaign. I really liked SGG's approach and while it does not ooze as much style as some of the options from Rite Publishing's Secrets of the Gunslinger, the pdf has supreme support for multiclass characters. The alternate grit-rules and system to apply the mechanic to other weapons and the alternate class - every option herein just begs to be used in your campaign. This pdf ups the ante, even for the excellent quality of SGG's pdfs, being a prime example of extremely concise and balanced writing. Thus, my final verdict will be 5 stars and the Endzeitgeist seal of approval - any fan of gunslingers should own this pdf as well. Excellent work!



Rating:
[5 of 5 Stars!]
Ultimate Options: Grit and Gunslingers
Publisher: Rogue Genius Games
by ROBERT T. [Verified Purchaser]
Date Added: 10/21/2011 14:24:57

I really enjoyed this supplement. I just created a Gunslinger for the latest campaign I am playing and I was expecting the info in this book to be all filled with power creep and overpowered feats but they were quite the opposite. They are reasonable, fun, logical, and things I would love to incorporate into my character as the campaign develops. Kudos to Grit and Gunslingers!



Rating:
[4 of 5 Stars!]
Ultimate Options: Grit and Gunslingers
Publisher: Rogue Genius Games
by Nathan C. [Featured Reviewer]
Date Added: 09/21/2011 11:27:29

Iron Nuggets One of these days, I would like to post a negative review about a Super Genius Games product. If for no other reasons than to not sound like a fanboy. But, with a name like Super Genius, you have to produce, else face ridicule for having such a cocky name. And that they do. Ultimate Options: Guns and Grit is a thorough recalibration of the Gun rules presented by Paizo in Ultimate Combat. It adds a number of “make sense” options to the system like additional Grits that give more variety to the Gunslinger. A lot of the new options take the Gun Slinger from a ranged damage dealer to an excellent area control specialist.

Guns and Grit also adds some new feats specifically for players who are playing other classes but are packing heat. The mix of gun rules with abilities like the alchemist’s Bomb (grenades) ability and fighter’s melee prowess (pistol whipping) are genius ideas. Towards the end of the book a new class is introduced and a system for the gun slinger to use intelligence or charisma instead of wisdom. Ultimate Options, Guns and Grit is one of the best supplements to compliment the fine gun rules Paizo introduced.



Rating:
[5 of 5 Stars!]
Ultimate Options: Grit and Gunslingers
Publisher: Rogue Genius Games
by Mark J. [Verified Purchaser]
Date Added: 09/16/2011 06:30:19

Grit and Gunslingers, the latest in Super Genius Games Ultimate Options line presents new options for anyone who wants to make use with the firearm rules from Ultimate Combat. At 16 pages long, approximately 14 and ½ of those pages filled with game content (the other page and a half going to the great cover art by Gabriel Verdon, the credits and the prerequisite licence text.

Grit and Gunslingers opens with Alternative Deeds and a discussion on how to incorporate them into a game. The simplest is to let a gunslinger choose from a list when they would normally get new deeds (similar to witches and hexes), allowing for more customization. While an interesting idea, I wonder just how well this would integrate with some of the archetypes, which already replace some deeds and could lend to some wonky combinations if the GM isn’t careful. The text also has two other options though, so this isn’t really that much of a problem. The addition of a level based deeds list (with deeds from the base gunslinger class, not its archetypes, listed and indicated as such) makes it much easier to figure out what is available to the player and when.

There are 19 deeds presented, such as Close quarters Shot, which gives grappled gunslingers a boost if they find themselves grappled, Exhibition Shot, which enables a gunslinger to let his firearm do the talking, and the frightening Enfilade, which lets the gunslinger blast a line of enemies. The deeds are interesting and flavourful, though one or two seem very situational in their use, such as Retributive Shot (you can make one free attack if you’ve taken enough damage to drop you to 0 or below, even if the damage would kill you) and Benchrest Shot (which gives a minor bonus for spending a full round aiming but having a list of events that cannot occur between that round and your next shot or the bonus is lost). The only real rule issue I found was whether or not the two Ricochet deeds required the use of an additional shot of ammunition and if the added attack suffered a chance of a misfire.*

Next comes the new Grit feats. There are 14 new ones and include a reprinting of Amateur Gunslinger and Extra Grit with added text to incorporate alternate grit (see below). The feats give other classes extra options if they choose to use firearms (which is always a plus), and also contains the Guts feat, which allows anyone who takes it to get another deed they qualify for but didn’t know. I particularly like Divine Forbearance, which lets inquisitors reroll a misfire and get a bonus to the new roll (and not have to worry about it misfiring), and Accursed Ammunition, which can deliver a hex with a normal damaging shot.

This is followed by alternate grit rules, which introduce the concepts of Guile and Panache. They work exactly like grit except they work off intelligence and charisma respectively, and lean less towards a western feel and more towards swashbuckling.

There are rules for using Grit (and thus Guile and Panache) with weapons other than firearms, and include 2 new deeds specifically for this, along with lists of deeds that are available if you are using a bow, throwing weapon or sling, a burly weapon or a finesse weapon. This gives options to players and GMs who like the idea of Grit and Deeds but feel that a flintlock pistol has no place in fantasy.

The book finishes off with an alternate class of the gunslinger called the Fusilier (hint, it’s the guy on the cover) and some new equipment. The Fusilier is more of a swashbuckler than western gunslinger. He uses Panache instead of Grit, is able to use his deeds with firearms or finesse weapons, and can add slowly add his Charisma modifier to his armour class. All in all, an interesting class.

The new equipment consists of 5 new types of bullets, such as the object destroying knock bullet or the extra dangerous sovereign alchemical cartridge, and a bandolier which makes it easier to carry ammo and safer to reload in combat. It also details a new kind of non-magical quality that can be added in creating a gun (the way you can make armour reinforced) to let it handle the sovereign cartridges better.

Now, I liked the gun rules in Ultimate Combat to begin with, so I was thrilled to see this product. Having gone through it, I found that it was full of flavour and good ideas, and was well executed. The cover art is great, though I found one or two pieces a little strange. Two or three deeds could have used a little polishing to ensure they dealt with all of the implications of the firearm rules, but they are still perfectly fine to use as written. The same can be said for the bandolier, which doesn’t mention if it protects the ammo it carries from water or fire.** Finally, the rules for using grit and deeds with other types of weapons makes this product useful for people who don’t like firearms.

Overall, I give Grit and Gunslingers 4.5 out of 5 stars. I really enjoyed it and can’t wait to incorporate it into my game.

*Owen Stephens was good enough to errata this on the Paizo Product Discussion board and said that they don’t use up extra ammo or suffer from mishaps.

**Owen also clarified this on the Paizo Product Discussion board. It doesn’t.



Rating:
[5 of 5 Stars!]
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