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[D&D] Guns and Ammo
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<blockquote data-quote="MonkeyBoy" data-source="post: 50776" data-attributes="member: 1229"><p>Rate of Fire;</p><p></p><p>Multiple barrels, mate <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>There are real examples of double-barrelled cavalry pistiols from around the time of the civil war - that's OUR civil war; the cavaliers and roundheads one <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>In a high-fantasy game, you can also go gattling-gun (I'll mention my campaign where I had firearms a bit later) You don't need to go overboard; even just a flintlock with 7 barrels and a hand winch; fires 7 shots in a round, then needs reloading; swappable lock mechanisms can reduce the reload to 1 round for all 7 barrels should you desire. Organ-guns use the same concep, really.</p><p></p><p>2-barrels and 2 guns gives up to 4 shots a round with enough attacks, you can also include rules for firing both barrels at the same time if you wish (or rules that preclude this, your call as DM)</p><p></p><p>If you have crossbows of speed, there's no real reason not to have a blunderbuss of speed...</p><p></p><p>Damage;</p><p></p><p>I'm of the opinion that the DMG rules were... wrong on firearms. Personally I gave them not a lot of damage, attrocious range, but a very wide threat range - a bullet hit (ball + powder type) can be very nasty, but it can also be a graze. I forget the exact details of both my rule, and the DMG rule, sorry.</p><p></p><p>Reload Time;</p><p></p><p>Ever seen any of the Sharpe's XYZ programs (they have sean bean in them). There's at least one sequence in which they drill new recruits in reloading muskets. It takes them about 10 to 15 seconds or so. Basically they have a little fabric sausage; bullet at the end, charge and wad packed behind. Makes relaoding quite quick (it involved biting the bullet off the head of the charge, but I forget the details)</p><p></p><p>Something similar could be done to simplyfy the reload, but realistically, it'd be a 2-round job. Remember with ball and powder you have to clean the weapon manually before you pack in the bullet and charge, then manually charge the pan (assuming flintlock) and set the hammer. (rewinding a wheel-lock takes longer, I've never wanted to include matchlock, and I'm guessing that modern cased ammunition is a bit high-tech for fantasy games in general)</p><p></p><p>Exotic Weapons;</p><p></p><p>Well, as I said, here's how I did things IMC. Firstly, this was a setting with a BIG gnomish empire, but they weren't technical, so it was dwarves who invented guns. For most people (the setting was mostly human, so there were many human nations rather than simple racial splits) guns were exotic, there were a couple of human nations for whom they were martial weapons, nad they were martial weapons for dwarves too. Dwarves had access to larger weapons as well; the gattling weapons mentioned above - mostly as emplacement weapons, and dwarves also had blunderbusses. Everyone else had just pistols. (muskets are a bit cumbersome for the kind of setting I was using; it was all swashbucklers with braces of pistols etc really; the dwarves were NPCs only - same with the gnomes)</p><p></p><p>Blackpowder;</p><p></p><p>Alchemy, very secret and HARD to make. (DC35 i believe I set it as) and very expensive. (this makes it possible to have guns, but makes a NORMAL gun become a de-facto magic item, which was the feel I wanted. (so that on defeating, say, the pirate leader, his treasure is the pistol plus ammo...)</p><p></p><p>Bombs;</p><p></p><p>You need plenty powder to make a bomb; I sidestepped this and cannon by making the production of sufficient powder to make a bomb too expensive (for the PCs at least).</p><p></p><p>As for the difference between a bomb and a fireball...</p><p>(checks SRD to be sure...)</p><p>End of first para; "The explosion create almost no pressure." There's your difference. Bombs make <strong>real</strong> explosions, not "spreads", a fireball in the hold of a ship will conform to that shape, and may set the hull on fire. A bomb in the hold of a ship, will blow the ship apart. Big difference!</p></blockquote><p></p>
[QUOTE="MonkeyBoy, post: 50776, member: 1229"] Rate of Fire; Multiple barrels, mate :) There are real examples of double-barrelled cavalry pistiols from around the time of the civil war - that's OUR civil war; the cavaliers and roundheads one ;) In a high-fantasy game, you can also go gattling-gun (I'll mention my campaign where I had firearms a bit later) You don't need to go overboard; even just a flintlock with 7 barrels and a hand winch; fires 7 shots in a round, then needs reloading; swappable lock mechanisms can reduce the reload to 1 round for all 7 barrels should you desire. Organ-guns use the same concep, really. 2-barrels and 2 guns gives up to 4 shots a round with enough attacks, you can also include rules for firing both barrels at the same time if you wish (or rules that preclude this, your call as DM) If you have crossbows of speed, there's no real reason not to have a blunderbuss of speed... Damage; I'm of the opinion that the DMG rules were... wrong on firearms. Personally I gave them not a lot of damage, attrocious range, but a very wide threat range - a bullet hit (ball + powder type) can be very nasty, but it can also be a graze. I forget the exact details of both my rule, and the DMG rule, sorry. Reload Time; Ever seen any of the Sharpe's XYZ programs (they have sean bean in them). There's at least one sequence in which they drill new recruits in reloading muskets. It takes them about 10 to 15 seconds or so. Basically they have a little fabric sausage; bullet at the end, charge and wad packed behind. Makes relaoding quite quick (it involved biting the bullet off the head of the charge, but I forget the details) Something similar could be done to simplyfy the reload, but realistically, it'd be a 2-round job. Remember with ball and powder you have to clean the weapon manually before you pack in the bullet and charge, then manually charge the pan (assuming flintlock) and set the hammer. (rewinding a wheel-lock takes longer, I've never wanted to include matchlock, and I'm guessing that modern cased ammunition is a bit high-tech for fantasy games in general) Exotic Weapons; Well, as I said, here's how I did things IMC. Firstly, this was a setting with a BIG gnomish empire, but they weren't technical, so it was dwarves who invented guns. For most people (the setting was mostly human, so there were many human nations rather than simple racial splits) guns were exotic, there were a couple of human nations for whom they were martial weapons, nad they were martial weapons for dwarves too. Dwarves had access to larger weapons as well; the gattling weapons mentioned above - mostly as emplacement weapons, and dwarves also had blunderbusses. Everyone else had just pistols. (muskets are a bit cumbersome for the kind of setting I was using; it was all swashbucklers with braces of pistols etc really; the dwarves were NPCs only - same with the gnomes) Blackpowder; Alchemy, very secret and HARD to make. (DC35 i believe I set it as) and very expensive. (this makes it possible to have guns, but makes a NORMAL gun become a de-facto magic item, which was the feel I wanted. (so that on defeating, say, the pirate leader, his treasure is the pistol plus ammo...) Bombs; You need plenty powder to make a bomb; I sidestepped this and cannon by making the production of sufficient powder to make a bomb too expensive (for the PCs at least). As for the difference between a bomb and a fireball... (checks SRD to be sure...) End of first para; "The explosion create almost no pressure." There's your difference. Bombs make [b]real[/b] explosions, not "spreads", a fireball in the hold of a ship will conform to that shape, and may set the hull on fire. A bomb in the hold of a ship, will blow the ship apart. Big difference! [/QUOTE]
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