Spearhavoc said:
I've posted my homebrew firearms rules (see attachment) for my new campaign inspired by the Age of Exploration. They have not be playtested so I would like any feedback you all have to offered. Yes, I've seen Green Ronin's firearms rules but did not care for them. Thanks
Ok, they are similar (but more complicated) than mine.
- You might want to have the armor penetration apply to Natural Armor as well. Also, for a slight bit more realism, have the AP value decrease over range (maybe -1 per range increment).
- The Blunderbuss should probably not have an AP value.
- I have a simpler mishap rules. A roll of one means a mishap. Roll again (like a critical), another 1 means the user takes the weapon's damage. Any other roll means a Jam (takes as many rounds to unload the Jam as to load the weapon in the first place).
- I made shooting the gun a Simple proficiency while reloading the gun is Exotic. All I did was increase the mishap range from 1 to 5 if you don't have the Exotic proficiency.
- Early grenades didn't fragment very well (it wasn't until WWII that they did). I would change them to 1d6 points of blast damage (no save) plus 2d6 points of fragment damage (Reflex Save negates). But that's just me.
- Finally, IMC I added a bunch of gnomish inventions such as rifle grenades and grappling hook launchers.
Aaron