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[D&D] Guns and Ammo
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<blockquote data-quote="Bran Blackbyrd" data-source="post: 50743" data-attributes="member: 1710"><p><strong>Avoiding Fire...</strong></p><p></p><p>Something just doesn't sit right with me about the DMG rules on firearms. Don't ask me why, I don't know. Maybe it's just a flavor thing. </p><p>I have a player that I want to involve in my next campaign, actually, I couldn't think of not including him, but it's hard for him to really get into fantasy.</p><p>He's more of a sci-fi fan, so I'm trying to cater to his tastes a bit by giving his character a firearm. This isn't something I'm entering into lightly, as I don't want the general populace to have access to these. I also wouldn't sacrifice the mood of my campaign just so a player can have his way, but it didn't take long to think of a reason why this device would exist and hey, I volunteered. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>I'm going to avoid the gunpowder issues alltogether and make the "rifle" a magic item. It's essentially a tube with a chamber near the back. A small pouch of specially prepared herbs must be stuffed down the barrel and into the chamber, these act just like components in a spell. When set off, this spell produces enough concussive force to expell a projectile out of the barrel. Is this a lame cop-out? Heh, I don't know.</p><p>All I need to do is decide how much damage it does and how long the loading will take. The PC won't come into possession of this item, a gift given to an ancient hero and then lost to the ages, until the other PCs have some plussed items. The rifle is magical, but the damage it does is mundane, this and the loading time will offset the damage it will do, which will be considerable, but not rediculous.</p><p>What I like about this is that instead of the character chucking it for a better weapon later on, the rifle can be augmented. Change the spell components for magical damage, add a scope with true seing, whatever... </p><p>The idea is in it's formative stages, so it will hopefully get better. In the end my players don't care so much about balance or about the introduction of this weapon, so I can concentrate on making the game interesting for them, rather than stressing about getting the rules perfect.</p><p></p><p>Despite that, I'd like to get it as sound, rules-wise, as I can.</p><p>Blah, I ramble too much.</p></blockquote><p></p>
[QUOTE="Bran Blackbyrd, post: 50743, member: 1710"] [b]Avoiding Fire...[/b] Something just doesn't sit right with me about the DMG rules on firearms. Don't ask me why, I don't know. Maybe it's just a flavor thing. I have a player that I want to involve in my next campaign, actually, I couldn't think of not including him, but it's hard for him to really get into fantasy. He's more of a sci-fi fan, so I'm trying to cater to his tastes a bit by giving his character a firearm. This isn't something I'm entering into lightly, as I don't want the general populace to have access to these. I also wouldn't sacrifice the mood of my campaign just so a player can have his way, but it didn't take long to think of a reason why this device would exist and hey, I volunteered. :) I'm going to avoid the gunpowder issues alltogether and make the "rifle" a magic item. It's essentially a tube with a chamber near the back. A small pouch of specially prepared herbs must be stuffed down the barrel and into the chamber, these act just like components in a spell. When set off, this spell produces enough concussive force to expell a projectile out of the barrel. Is this a lame cop-out? Heh, I don't know. All I need to do is decide how much damage it does and how long the loading will take. The PC won't come into possession of this item, a gift given to an ancient hero and then lost to the ages, until the other PCs have some plussed items. The rifle is magical, but the damage it does is mundane, this and the loading time will offset the damage it will do, which will be considerable, but not rediculous. What I like about this is that instead of the character chucking it for a better weapon later on, the rifle can be augmented. Change the spell components for magical damage, add a scope with true seing, whatever... The idea is in it's formative stages, so it will hopefully get better. In the end my players don't care so much about balance or about the introduction of this weapon, so I can concentrate on making the game interesting for them, rather than stressing about getting the rules perfect. Despite that, I'd like to get it as sound, rules-wise, as I can. Blah, I ramble too much. [/QUOTE]
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