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blood lines and treasure control
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<blockquote data-quote="Stormborn" data-source="post: 1137200" data-attributes="member: 14041"><p>My first thought is that your estimate for prices on pistols is a bit high, although I too have seen lots of sources that agree with you. When determining weapon prices there are a couple of things to consider. Are they in use by the millitary? Are they mass produced? Are they a well known technology, or a carefully guarded secret? And perhaps just as important: How easy is it to get ammo and how much does it cost?</p><p>In the setting you mention, the idea that firearms are carefully guarded secrets of the major houses/bloodlines would certainly justify the price. If you want to make them less usable to your PCs, just have each house use a different caliber, or make soemthign else in the mechanics of the gun essentially different. Which might be the case if these are little cottage industry weapons where people are tryign to figure out how they work by observation and applied physcis. In such a setting the gunsmith would be a valuable commodity, like a black smith in the early middle ages.</p><p>If they are "infernal engines" powered by eldritch energies that brings up some new issues. What do they fire? And what damage do they do? A water based house might have bullets that do +1d6 of lightning damage, or have other magical effects. Perhaps if the "wrong sort" of people use the weapons they do damage to the weilder, not the target. Kind of a curse/booby trap. It would make the guns all but useless in the worng hands. Unless of course smart PCs with good Diplomacy skills could ransom them back to the right family, perhaps through a mediator. </p><p>So far we are talking about weapons that are probably made to order, for a house or an individual. Millitary weapons would have to be different. Unless they are bound to a certain Religious or Knightly Order, most weapons in use by the army would have to be used by everyone. Footsoldiers come cheap, guns don't. Bandits, pesants, and the like would not likely have guns. But, crossbows would be fairly cheap, and when compared to early firearms like matchlocks would be almost, if not AS, effective, and would likely be safer.</p><p>If you want firearms to be something special, use the whole bloodline/family line mystic attunment idea. It will add a lot of flavor to your world, and give it a really unique spin.</p><p>Otherwise, just make firearms worth about as much gp as a craftsman could make in a year and make ammo hard to come by. Then the poor could have guns, of poorer quality maybe, and bandits who deserted from millitary units would certainly have firearms. </p><p>In Lock and Load from Iron Kingdoms not only are firarms expensive, but require a skill check to load and clean. That might be another solution.</p><p></p><p>Hmmm...as you see this has started me on an interesting train of thought. Let us know what you decide Bob.</p></blockquote><p></p>
[QUOTE="Stormborn, post: 1137200, member: 14041"] My first thought is that your estimate for prices on pistols is a bit high, although I too have seen lots of sources that agree with you. When determining weapon prices there are a couple of things to consider. Are they in use by the millitary? Are they mass produced? Are they a well known technology, or a carefully guarded secret? And perhaps just as important: How easy is it to get ammo and how much does it cost? In the setting you mention, the idea that firearms are carefully guarded secrets of the major houses/bloodlines would certainly justify the price. If you want to make them less usable to your PCs, just have each house use a different caliber, or make soemthign else in the mechanics of the gun essentially different. Which might be the case if these are little cottage industry weapons where people are tryign to figure out how they work by observation and applied physcis. In such a setting the gunsmith would be a valuable commodity, like a black smith in the early middle ages. If they are "infernal engines" powered by eldritch energies that brings up some new issues. What do they fire? And what damage do they do? A water based house might have bullets that do +1d6 of lightning damage, or have other magical effects. Perhaps if the "wrong sort" of people use the weapons they do damage to the weilder, not the target. Kind of a curse/booby trap. It would make the guns all but useless in the worng hands. Unless of course smart PCs with good Diplomacy skills could ransom them back to the right family, perhaps through a mediator. So far we are talking about weapons that are probably made to order, for a house or an individual. Millitary weapons would have to be different. Unless they are bound to a certain Religious or Knightly Order, most weapons in use by the army would have to be used by everyone. Footsoldiers come cheap, guns don't. Bandits, pesants, and the like would not likely have guns. But, crossbows would be fairly cheap, and when compared to early firearms like matchlocks would be almost, if not AS, effective, and would likely be safer. If you want firearms to be something special, use the whole bloodline/family line mystic attunment idea. It will add a lot of flavor to your world, and give it a really unique spin. Otherwise, just make firearms worth about as much gp as a craftsman could make in a year and make ammo hard to come by. Then the poor could have guns, of poorer quality maybe, and bandits who deserted from millitary units would certainly have firearms. In Lock and Load from Iron Kingdoms not only are firarms expensive, but require a skill check to load and clean. That might be another solution. Hmmm...as you see this has started me on an interesting train of thought. Let us know what you decide Bob. [/QUOTE]
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