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General Tabletop Discussion
D&D Older Editions
Firearms in 4E
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<blockquote data-quote="Pbartender" data-source="post: 4659372" data-attributes="member: 7533"><p>I would argue that D&D in its current form is modeled more after 16th-17th century Renaissance Europe, than earlier Medieval periods. If you take a good look at the standard equipment list, the early-middle Renaissance period is when you'll find everything on the list available... especially if you add in firearms.</p><p></p><p></p><p>Anyway...</p><p></p><p></p><p>Another way to look at this is, when you look at firearms of the period, what stereotypical things do they do (or don't do) that other ranged don't (or do)? What makes them different? Focus on that.</p><p></p><p>One way of doing that is to focus on properties that aren't represented in the current line up of ranged weapons... pretty much everything except for "load X". I wouldn't use all of these, but here's a few suggestions on some that could be used:</p><p></p><p>High Crit - An obvious choice to represent the fact that lead bullets occasionally flatten or bounce around inside the body on a lucky hit, thereby causing extra damage.</p><p></p><p>Load - As already mentioned, making it Load Standard would be enough to emulate the lengthy loading time of most musket-like guns. Most players I know would rather carry a brace of pistols and take Quick Draw as a feat, than have to spend a Standard action to reload. That makes it feasible to reload a gun and attack within the scope of a combat, but steers PCs towards carrying multiple guns for fast attacks.</p><p></p><p>Off-Hand - Give it to pistols... It would promote fighting with two pistols, or fighting with a pistol in one hand and a melee weapon in the other, both iconic black powder styles of fighting.</p><p></p><p>Brutal X - The main benefit from this property isn't that it increases average damage. As others have noted, that can be done by increasing the damage dice. The real benefit is that it increases minimum damage, without increasing maximum damage, a subtle but significant difference.</p><p></p><p></p><p>Also, compare groups of melee weapons, and their proficiency bonuses, damage dice and properties. That'll give a better idea for the trade-offs. For example, a Katar and a Shortsword are essentially the same weapon, except for the fact that a Katar requires a Superior Weapon Proficiency in exchange for the high-crit property.</p></blockquote><p></p>
[QUOTE="Pbartender, post: 4659372, member: 7533"] I would argue that D&D in its current form is modeled more after 16th-17th century Renaissance Europe, than earlier Medieval periods. If you take a good look at the standard equipment list, the early-middle Renaissance period is when you'll find everything on the list available... especially if you add in firearms. Anyway... Another way to look at this is, when you look at firearms of the period, what stereotypical things do they do (or don't do) that other ranged don't (or do)? What makes them different? Focus on that. One way of doing that is to focus on properties that aren't represented in the current line up of ranged weapons... pretty much everything except for "load X". I wouldn't use all of these, but here's a few suggestions on some that could be used: High Crit - An obvious choice to represent the fact that lead bullets occasionally flatten or bounce around inside the body on a lucky hit, thereby causing extra damage. Load - As already mentioned, making it Load Standard would be enough to emulate the lengthy loading time of most musket-like guns. Most players I know would rather carry a brace of pistols and take Quick Draw as a feat, than have to spend a Standard action to reload. That makes it feasible to reload a gun and attack within the scope of a combat, but steers PCs towards carrying multiple guns for fast attacks. Off-Hand - Give it to pistols... It would promote fighting with two pistols, or fighting with a pistol in one hand and a melee weapon in the other, both iconic black powder styles of fighting. Brutal X - The main benefit from this property isn't that it increases average damage. As others have noted, that can be done by increasing the damage dice. The real benefit is that it increases minimum damage, without increasing maximum damage, a subtle but significant difference. Also, compare groups of melee weapons, and their proficiency bonuses, damage dice and properties. That'll give a better idea for the trade-offs. For example, a Katar and a Shortsword are essentially the same weapon, except for the fact that a Katar requires a Superior Weapon Proficiency in exchange for the high-crit property. [/QUOTE]
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