Sigurd13
First Post
So this seems like a ~fairly~ uncommon topic with a modest underground following. Hopefully I can still garner some decent feedback for the weapons I've made so far.
Setting: Pre-War Eberron.
The year is 533 by the Galifar calendar of Eberron, before THE War and just after the observatories have been built. It is here, at this point in the Eberron Universe’s timeline, that I'm inserting the old AD&D "Tale of the Comet" mod.
My intent is to plant the seeds of technology and technical mastery that will help explain the technical and artifice-emphasized magical themes and classes of Eberron. That way when 4e Eberron comes out I can run it with this campaign as interesting back-story and introduce firearms.
Concept: Of course the old AD&D rules for the guns were completely outlandish and overpowered. In "Tale of the Comet" the guns were based off of the wizard’s once-a-day magic attacks (remember 15d6 fireballs, anyone? Imagine having a gun that would shoot 6 of them before needing to be reloaded! See the balance issue?)
So, in an effort to keep damage output balanced I tried to keep the modern guns ~fairly~ simple, basing their damage off of existing weapons.
This way, the only advantage modern weapons offer over their more archaic coutnerparts is their alternate firing modes...which I may or may not have done a good job on balancing.
Additionally I wanted to lay the groundwork for future ‘gunfighter’ concepts, but instead of putting in the effort to create a new class and worrying about play testing and balance issues I decided to add a short set of weapon properties and feats to enable current classes to use ranged weapons effectively in close combat.
Enjoy!
Table of Contents:
Setting: Pre-War Eberron.
The year is 533 by the Galifar calendar of Eberron, before THE War and just after the observatories have been built. It is here, at this point in the Eberron Universe’s timeline, that I'm inserting the old AD&D "Tale of the Comet" mod.
My intent is to plant the seeds of technology and technical mastery that will help explain the technical and artifice-emphasized magical themes and classes of Eberron. That way when 4e Eberron comes out I can run it with this campaign as interesting back-story and introduce firearms.
Concept: Of course the old AD&D rules for the guns were completely outlandish and overpowered. In "Tale of the Comet" the guns were based off of the wizard’s once-a-day magic attacks (remember 15d6 fireballs, anyone? Imagine having a gun that would shoot 6 of them before needing to be reloaded! See the balance issue?)
So, in an effort to keep damage output balanced I tried to keep the modern guns ~fairly~ simple, basing their damage off of existing weapons.
This way, the only advantage modern weapons offer over their more archaic coutnerparts is their alternate firing modes...which I may or may not have done a good job on balancing.
Additionally I wanted to lay the groundwork for future ‘gunfighter’ concepts, but instead of putting in the effort to create a new class and worrying about play testing and balance issues I decided to add a short set of weapon properties and feats to enable current classes to use ranged weapons effectively in close combat.
Enjoy!
Table of Contents:
- New Combat Action- Reload
- New Weapon Properties
- New Heroic Tier Feats
- Advanced Weapons
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