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<blockquote data-quote="Soyokaze" data-source="post: 4283484" data-attributes="member: 68689"><p><strong>My Stats</strong></p><p></p><p>My group has two DMs which run two simultaneous campaigns. For my campaign, I'm planning a pseudo 18th century low fantasy romp. Flintlock weapons have a great deal to do with this era's enticement, so I've developed these stats for including them in my game. I apologize for the clumsiness of the stats blocks, some formatting was lost in posting them here. Please critique them as I want them to be foolproof by the time they reach the gaming table.</p><p></p><p>Design considerations:</p><p></p><p> Firearms should fit the following parameters.</p><p>1) Fun. D&D is a game, meant to be entertaining. While some people find an accurate representation of historical combat fun, that's not what D&D was built for.</p><p></p><p>2) Balanced. The guns should fit in D&D, logically representing a firearm as an effective option while not making existing PHB weapons obsolete. </p><p></p><p>3) Simple. No new rules should be added to incorporate firearms. The existing 4e rules are quite robust. There is no need for additional convolution.</p><p></p><p>To this end, I've made these stats so that a pistol can be fired once per round easily, and so can a musket providing the user remains stationary.</p><p></p><p>___________________________________</p><p></p><p><strong>Melee Weapons</strong></p><p><strong></strong></p><p><strong>Simple Melee Weapons</strong></p><p> <strong>Two Handed*</strong></p><p><u>Weapon Prof Damage Range Price Weight Group Properties</u></p><p>Bayonet +2 1d6 - 2gp 2lb Polearm*,Spear* Reach*</p><p></p><p><strong>RANGED WEAPONS</strong></p><p><strong></strong></p><p><strong>SIMPLE RANGED WEAPONS</strong></p><p> <strong>One Handed</strong></p><p><u>Weapon Prof Damage Range Price Weight Group Properties</u></p><p>Grenade +2 1d8 6/12 Area1 30gp 3lb None Small, Light Thrown</p><p>Firebomb +2 5** 6/12 Area1 20gp 2lb None Small, Light Thrown</p><p></p><p><strong>MILITARY RANGED WEAPONS</strong></p><p> <strong>One-Handed</strong></p><p><u>Weapon Prof Damage Range Price Weight Group Properties</u></p><p>Derringer +2 1d6 10/20 35gp 2lb Firearm Off-Hand, Small, Load Minor</p><p>Flintlock Pistol +2 1d8 10/20 40gp 3lb Firearm Load Minor</p><p></p><p><strong> Two-Handed</strong></p><p><u>Weapon Prof Damage Range Price Weight Group Properties</u></p><p>Blunderbuss +2 1d8 Blast2 45gp 6lb Firearm Load Move</p><p>Flintlock Musket +2 1d12 30/60 50gp 8lb Firearm Load Move</p><p> *When attached to a musket or blunderbuss. Otherwise treat as a one handed light blade without reach.</p><p> **Ongoing fire damage.</p><p></p><p>Ammunition</p><p> Lead Ball(20) 1gp</p><p> Lead Shot(20 units) 1gp</p><p></p><p>____________________________________</p><p></p><p>For comparison, here are the PHB long arms.</p><p></p><p><u>Weapon Prof Damage Range Price Weight Group Properties</u></p><p>Hand Crossbow +2 1d6 10/20 25gp 2lb Crossbow Load free</p><p>Crossbow +2 1d8 15/30 25gp 4lb Crossbow Load Minor</p><p>Longbow +2 1d10 20/40 30gp 3lb Bow Load Free</p><p></p><p>Comparing the two...</p><p></p><p>Firearm advantages...</p><p> Increased Damage</p><p> Increased Range</p><p></p><p>Bow/Crossbow advantages...</p><p> Stealth: Can be fired without the loud noise and plume of smoke which result from a gunshot.</p><p> Versatility: Arrows can be lit on fire, deliver poison, or deliver small objects.</p><p> Speed: Bows do not require an action to reload.</p><p> Light</p><p> Cheap, and can even be made by hand when necessary.</p><p></p><p>So, the firearms end up being the better main combat weapon, but a player who wanted to use bows for role playing purposes would not be handicapping himself at all.</p></blockquote><p></p>
[QUOTE="Soyokaze, post: 4283484, member: 68689"] [b]My Stats[/b] My group has two DMs which run two simultaneous campaigns. For my campaign, I'm planning a pseudo 18th century low fantasy romp. Flintlock weapons have a great deal to do with this era's enticement, so I've developed these stats for including them in my game. I apologize for the clumsiness of the stats blocks, some formatting was lost in posting them here. Please critique them as I want them to be foolproof by the time they reach the gaming table. Design considerations: Firearms should fit the following parameters. 1) Fun. D&D is a game, meant to be entertaining. While some people find an accurate representation of historical combat fun, that's not what D&D was built for. 2) Balanced. The guns should fit in D&D, logically representing a firearm as an effective option while not making existing PHB weapons obsolete. 3) Simple. No new rules should be added to incorporate firearms. The existing 4e rules are quite robust. There is no need for additional convolution. To this end, I've made these stats so that a pistol can be fired once per round easily, and so can a musket providing the user remains stationary. ___________________________________ [B]Melee Weapons Simple Melee Weapons Two Handed*[/B] [U]Weapon Prof Damage Range Price Weight Group Properties[/U] Bayonet +2 1d6 - 2gp 2lb Polearm*,Spear* Reach* [B]RANGED WEAPONS SIMPLE RANGED WEAPONS One Handed[/B] [U]Weapon Prof Damage Range Price Weight Group Properties[/U] Grenade +2 1d8 6/12 Area1 30gp 3lb None Small, Light Thrown Firebomb +2 5** 6/12 Area1 20gp 2lb None Small, Light Thrown [B]MILITARY RANGED WEAPONS One-Handed[/B] [U]Weapon Prof Damage Range Price Weight Group Properties[/U] Derringer +2 1d6 10/20 35gp 2lb Firearm Off-Hand, Small, Load Minor Flintlock Pistol +2 1d8 10/20 40gp 3lb Firearm Load Minor [B] Two-Handed[/B] [U]Weapon Prof Damage Range Price Weight Group Properties[/U] Blunderbuss +2 1d8 Blast2 45gp 6lb Firearm Load Move Flintlock Musket +2 1d12 30/60 50gp 8lb Firearm Load Move *When attached to a musket or blunderbuss. Otherwise treat as a one handed light blade without reach. **Ongoing fire damage. Ammunition Lead Ball(20) 1gp Lead Shot(20 units) 1gp ____________________________________ For comparison, here are the PHB long arms. [U]Weapon Prof Damage Range Price Weight Group Properties[/U] Hand Crossbow +2 1d6 10/20 25gp 2lb Crossbow Load free Crossbow +2 1d8 15/30 25gp 4lb Crossbow Load Minor Longbow +2 1d10 20/40 30gp 3lb Bow Load Free Comparing the two... Firearm advantages... Increased Damage Increased Range Bow/Crossbow advantages... Stealth: Can be fired without the loud noise and plume of smoke which result from a gunshot. Versatility: Arrows can be lit on fire, deliver poison, or deliver small objects. Speed: Bows do not require an action to reload. Light Cheap, and can even be made by hand when necessary. So, the firearms end up being the better main combat weapon, but a player who wanted to use bows for role playing purposes would not be handicapping himself at all. [/QUOTE]
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