shnar wrote:
Because he starts with 6 dice already. This means anything he finds that would add Combat is completely worthless to him, which sucks from a game mechanic and makes no sense from a theme mechanic. Find that awesome gun from another world? Eh, I'm just as good with these weakass pistols from Earth. Just throw that artifact away.
-shnar
-shnar
That... has always been true of the Outlaw. Their whole shtick is their starting pistols. I mean, I guess if you didn't go down the Shootin' tree, you could side-grade to other 1H guns, but... does anyone not go down the Shootin' tree?
In the new paradigm, the Outlaw starts at level 1 with as many shots as anyone will ever get. That's pretty awesome! Furthermore, they can get more gun hits than any other class, thanks to a single talent.
Freeing them up from chasing the dragon of additional +shots lets a Reckless Outlaw focus on Gear that provides survivability, and all Outlaws focus on re-rolls (which stack nicely with Wild At Heart) rather than purely +shots. Trade in your Grips for Inlays, customize your pistols with Marks and other upgrades, and you'll still be rolling 12 dice or whatever (since re-rolls are the name of the game) to hit, but you'll also be distinct from every other Outlaw ever because of the other choices you'll make about gear. Additional choices means additional gameplay!
With one fix, FFP took a class that was incredibly flat before (Always Reckless, always Shootin', always stack +shots. The winner Outlaw is the one who randomly gets a 3rd Hand, so they can get another Outlaw Pistol) and gave them a bunch of potentially viable options. I'm very excited about this.