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<blockquote data-quote="Wulf Ratbane" data-source="post: 5249418" data-attributes="member: 94"><p>Don't over-design. Keep it simple.</p><p></p><p>Firearms should not provoke an AoO to fire. Probalby should provoke to reload.</p><p></p><p>I don't think having a reload time of 4 rounds will do much for you from a Gamist sense. A fight's basically over in 4 rounds-- and yet making it shorter seems to short. (The Simulationist would tell you to find out, historically, how long they took to reload...)</p><p></p><p>I'd make the reload time long enough that your pirates will want to keep TWO pistols in their belt. (And consider allowing a double-barrel variant.)</p><p></p><p>I'd also consider either increasing the damage outright, or making them very deadly via a low massive damage threshold. Firearms don't really work very well on a hit point system because it will cause you and your players all sorts of headaches with verisimilitude. Basically, I'd force a massive damage save against any damage that exceeds CON.</p><p></p><p>If the save is made, assume it was a grazing hit. (For low level opponents, massive damage notwithstanding, 3d6 or 2d8 is still deadly outright from normal damage.)</p><p></p><p>Also, for the record, I don't think there's enough distance between 3d6 (10.5 average, VERY average due to the 3 die bell curve) and 2d8 (9 average). </p><p></p><p>Use multiple dice for weapons that you specifically want to have very reliable but average damage; use big, single dice for damage that you want to be very linear/swingy.</p><p></p><p>My instinct would be to use 2 dice for all firearms; bigger dice for longarms; and 3 dice for "rifled" or otherwise high-quality weapons.</p><p></p><p>Keep in mind that "reliable damage" does not necessarily mean "accurate weapon." A shotgun-like musket with 6d4 damage is very reliably "deadly" despite the fact that the average damage is going to cluster heavily around 15 damage.</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 5249418, member: 94"] Don't over-design. Keep it simple. Firearms should not provoke an AoO to fire. Probalby should provoke to reload. I don't think having a reload time of 4 rounds will do much for you from a Gamist sense. A fight's basically over in 4 rounds-- and yet making it shorter seems to short. (The Simulationist would tell you to find out, historically, how long they took to reload...) I'd make the reload time long enough that your pirates will want to keep TWO pistols in their belt. (And consider allowing a double-barrel variant.) I'd also consider either increasing the damage outright, or making them very deadly via a low massive damage threshold. Firearms don't really work very well on a hit point system because it will cause you and your players all sorts of headaches with verisimilitude. Basically, I'd force a massive damage save against any damage that exceeds CON. If the save is made, assume it was a grazing hit. (For low level opponents, massive damage notwithstanding, 3d6 or 2d8 is still deadly outright from normal damage.) Also, for the record, I don't think there's enough distance between 3d6 (10.5 average, VERY average due to the 3 die bell curve) and 2d8 (9 average). Use multiple dice for weapons that you specifically want to have very reliable but average damage; use big, single dice for damage that you want to be very linear/swingy. My instinct would be to use 2 dice for all firearms; bigger dice for longarms; and 3 dice for "rifled" or otherwise high-quality weapons. Keep in mind that "reliable damage" does not necessarily mean "accurate weapon." A shotgun-like musket with 6d4 damage is very reliably "deadly" despite the fact that the average damage is going to cluster heavily around 15 damage. [/QUOTE]
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