RealAlHazred
Frumious Flumph (Your Grace/Your Eminence)
Originally posted by echelon_house:
One of the things that really makes Eberron interesting to me is how different it is from all of the other Standard Medieval European Fantasy settings, and a big part of that is the post-WW1/pulp-era atmosphere. It's a little hard to imagine how a 100-year continent-spanning war could take place without the invention of artillery, and a big part of pulp is the idea of handguns, which is why I think they have a place in Eberron. Of course, the most immediate problem with their introduction is that it makes it difficult to imagine rifles and longswords next to each other. But it's not as strange as you might think: during WW1 heavy weaponry was of course used on the open battlefield, but trench warfare saw a significant amount of hand-to-hand combat using more traditional weapons - hell, maces even made a brief comeback.
The other big problem is how to implement them in a way that doesn't immediately unbalance the game. Yes, they might make bows and crossbows obsolete, but I'm okay with that. The bigger concern, for me, is the effect they'll have on melee combat. After all, the main characteristic of guns is the ludicrous amount of damage they deal at a distance. Even a level 30 optimized barbarian will have a lot of trouble against an enemy that can hit for 8d8 each round at 20 squares. I've tried to strike a compromise between flavor and balance - let me see what you think. Also, my knowledge of real-life guns is essentially nill, so I'd appreciate any feedback people with experience can give me.
As a note: a gun can carry the number of bullets listed in its "magazine" entry. As long as it still has bullets, it takes a free action to reload between attacks. When it runs out of bullets, you have to use a standard action to reload the entire gun: thus the "load standard" entry.
SUPERIOR RANGED WEAPONS
ONE-HANDED
Pistol
+2, 1d12, Gun, Load Standard, Magazine 20, Range 15, Versatile
Revolver
+3, 1d12, Gun, Load Standard, Magazine 6, Off-Hand, Range 15
TWO-HANDED
Rifle
+3, 2d6, Gun, Load Standard, Magazine 20, Range 25
Shotgun
+2, 2d8, Gun, High Critical, Load Standard, Magazine 2, Range 15
One of the things that really makes Eberron interesting to me is how different it is from all of the other Standard Medieval European Fantasy settings, and a big part of that is the post-WW1/pulp-era atmosphere. It's a little hard to imagine how a 100-year continent-spanning war could take place without the invention of artillery, and a big part of pulp is the idea of handguns, which is why I think they have a place in Eberron. Of course, the most immediate problem with their introduction is that it makes it difficult to imagine rifles and longswords next to each other. But it's not as strange as you might think: during WW1 heavy weaponry was of course used on the open battlefield, but trench warfare saw a significant amount of hand-to-hand combat using more traditional weapons - hell, maces even made a brief comeback.
The other big problem is how to implement them in a way that doesn't immediately unbalance the game. Yes, they might make bows and crossbows obsolete, but I'm okay with that. The bigger concern, for me, is the effect they'll have on melee combat. After all, the main characteristic of guns is the ludicrous amount of damage they deal at a distance. Even a level 30 optimized barbarian will have a lot of trouble against an enemy that can hit for 8d8 each round at 20 squares. I've tried to strike a compromise between flavor and balance - let me see what you think. Also, my knowledge of real-life guns is essentially nill, so I'd appreciate any feedback people with experience can give me.
As a note: a gun can carry the number of bullets listed in its "magazine" entry. As long as it still has bullets, it takes a free action to reload between attacks. When it runs out of bullets, you have to use a standard action to reload the entire gun: thus the "load standard" entry.
SUPERIOR RANGED WEAPONS
ONE-HANDED
Pistol
+2, 1d12, Gun, Load Standard, Magazine 20, Range 15, Versatile
Revolver
+3, 1d12, Gun, Load Standard, Magazine 6, Off-Hand, Range 15
TWO-HANDED
Rifle
+3, 2d6, Gun, Load Standard, Magazine 20, Range 25
Shotgun
+2, 2d8, Gun, High Critical, Load Standard, Magazine 2, Range 15