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Firearms
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<blockquote data-quote="Yanko128" data-source="post: 4673510" data-attributes="member: 71772"><p>Here are my house rules for firearms. Within the setting I’m using (home brewed) I want the firearms to replace crossbows. I want bows to still remain a viable option, but not the only option for a viable ranged damage dealing class.</p><p></p><p><strong>Origins of Firearms</strong></p><p>Firearms originated in the forges of dwarven master craftsmen in an attempt to replace crossbows. While in theory they succeeded, firearms were found to be too dangerous to use in the underground battles due to the noise and smoke they produce. However when cave in was not a threat, firearms worked perfectly. Early firearms (pistol, musket and blunderbuss) were slow to reload, but packed a punch. Later designs improved the firing system to reduce the reload times. </p><p>As firearms began spreading beyond the dwarven kingdoms, they were quickly adopted by orcs, who have improved on them in their own way. While simple firearms are fairly common, more advanced versions (military and superior) are still quite rare due to cost and complexity of the firing mechanism, which makes maintenance a big issue.</p><p></p><p><strong>Incorporating Firearms</strong></p><p>Rogues gain proficiency in all simple and martial one-handed firearms.</p><p>Any character knows how to maintain all firearms they are proficient with, except for the Sleeve Pistol.</p><p>Sleeve Pistol, while easy to use is difficult to maintain. You must be proficient with military firearms to maintain this weapon.</p><p>Any character proficient in at least one military or superior firearm is able make ammunition.</p><p>Gunpowder can be made by anyone with an Alchemy feat.</p><p>Guns are loud and produce a lot of smoke, thus it is impossible to remain hidden after firing one.</p><p>Powers that allow multiple attacks in a single round may be performed with single shot one handed firearms if you have enough loaded firearms on your person and have Quickdraw feat.</p><p></p><p>[code][B]Simple ranged weapons[/B] </p><p>[B]One handed weapons proficiency damage range weight group cost properties[/B]</p><p>Sleeve pistol* +2 1d6 2/4 1 lbs firearms 50 gp ammo 1, load move, off-hand</p><p>Pistol +2 1d8 5/10 3 lbs firearms 20 gp ammo 1, load move, off-hand</p><p>[B]Two handed weapons proficiency damage range weight group cost properties[/B]</p><p>Musket +2 1d10 12/24 8 lbs firearms 35 gp ammo 1, load move, small</p><p>Blunderbuss +2 1d8 5/10 8 lbs firearms 30 gp ammo 1, brutal 1, load move, small</p><p> </p><p>[B]Military ranged weapons </p><p>One handed weapons proficiency damage range weight group cost properties[/B]</p><p>Long pistol* +3 1d8 10/20 3 lbs firearms 40 gp ammo 1, load minor, off-hand</p><p>Twin pistol* +2 1d8 8/16 4 lbs firearms 45 gp ammo 2, load minor (1)/move (all)</p><p>Turret pistol* +2 1d6 8/16 5 lbs firearms 50 gp ammo 4, load minor (1)/standard (all)</p><p>Gunblade* +2 1d8(ranged) 8/16 6 lbs firearms 45 gp ammo 1, load minor</p><p> 1d6(melee) - light blade </p><p>[B]Two handed weapons proficiency damage range weight group cost properties[/B]</p><p>Long musket* +3 1d10 20/40 9 lbs firearms 60 gp ammo 1, load minor, small</p><p>Twin musket* +2 1d10 15/30 9 lbs firearms 55 gp ammo 2, load minor (1)/move (all), small</p><p>Orcish arquebus +2 1d12 10/20 10 lbs firearms 45 gp ammo 1, brutal 1, load move</p><p> </p><p>[B]Superior ranged weapons </p><p>One handed weapons proficiency damage range weight group cost properties[/B]</p><p>Dueling pistol* +3 1d10 10/20 3 lbs firearms 40 gp ammo 1, high crit, load minor, off-hand</p><p>Pig iron +2 1d10 5/10 5 lbs firearms 35 gp ammo 1, brutal 2, load move</p><p> </p><p>[B]Two handed weapons proficiency damage range weight group cost properties[/B]</p><p>Dwarven hand cannon +2 2d6 8/16 12 lbs firearms 60 gp ammo 1, brutal 2, load move</p><p>Great musket* +3 1d12 20/40 12 lbs firearms 70 gp ammo 1, load minor, small</p><p>[/code] <strong>Ammo X:</strong> number of shots before you need to reload</p><p> <strong>Load minor (1)/XXXX (all):</strong> takes a minor action to reload a single barrel, and specific action XXXX to reload all barrels at once.</p><p> </p><p></p><p><strong>Sleeve Pistol</strong></p><p>This is a pistol small enough to fit in the palm of your hand. When combined with a sleeve holster you can draw the weapon as a free action. If you use a sleeve holster to draw the pistol and fire it during the same round you gain Combat Advantage against your target and you do not provoke an Opportunity Attack.</p><p><strong>Blunderbuss</strong></p><p>Because this weapon uses shot it is treated as area attack for purposes of damage resistances and vulnerabilities.</p><p><strong>Twin Pistol</strong></p><p>This is essentially a Long Pistol with two barrels and a separate firing mechanism for each barrel. The barrels may be set side-by-side or over-and-under. Because of the weight of the weapon it is somewhat unbalanced, thus less accurate.</p><p><strong>Turret Pistol</strong></p><p>This is a heavy four barreled pistol, with a firing mechanism for each barrel. Improved rate of fire however sacrifices damage and accuracy.</p><p><strong>Twin Musket</strong></p><p>This is essentially a Long Musket with two barrels and a separate firing mechanism for each barrel. The barrels may be set side-by-side or over-and-under. Because of the weight of the weapon it is somewhat unbalanced, thus less accurate.</p><p><strong>Orcish Arquebus</strong></p><p>This is an improved version of a blunderbuss, created by orcish craftsmen. Because this weapon uses shot it is treated as area attack for purposes of damage resistances and vulnerabilities.</p><p><strong>Pig Iron</strong></p><p>This is another orcish modification on their favored blunderbuss. This time it is a lethal, short range pistol version. Because this weapon uses shot it is treated as area attack for purposes of damage resistances and vulnerabilities.</p><p><strong>Dwarven Hand Cannon</strong></p><p>Most commonly used by its dwarven inventors, this is literally a hand cannon, it's loud, packs a punch, and kicks back like a mule. After you resolve your attack you are knocked prone. Because this weapon uses shot it is treated as area attack for purposes of damage resistances and vulnerabilities.</p><p></p><p>[code][B]Firearms related equipment[/B]</p><p>Ammunition (50) 1 gp 3 lbs</p><p>Powder horn (50) 3 gp 1 lbs</p><p>Sleeve holster 25 gp 1 lbs spring loaded holster allows you to draw Sleeve Pistol as a free action.</p><p>Gun maintenance kit 10 gp 5 lbs includes everything you need to clean your gun, make minor repairs, and make ammunition.</p><p>[/code]<strong>Heroic feats</strong></p><p><strong>Close Quarters Shot</strong></p><p>You gain a +2 bonus to AC against Opportunity Attacks from using one handed firearms in melee.</p><p></p><p><strong>Paragon feats</strong></p><p><strong>Armor Piercing Shots</strong></p><p>Basic ranged attacks with firearms target Ref defense instead of AC.</p><p></p><p><strong>Deadly Shots</strong></p><p>All firearms you use gain Brutal 1 property. This applies to ranged attacks only.</p></blockquote><p></p>
[QUOTE="Yanko128, post: 4673510, member: 71772"] Here are my house rules for firearms. Within the setting I’m using (home brewed) I want the firearms to replace crossbows. I want bows to still remain a viable option, but not the only option for a viable ranged damage dealing class. [B]Origins of Firearms[/B] Firearms originated in the forges of dwarven master craftsmen in an attempt to replace crossbows. While in theory they succeeded, firearms were found to be too dangerous to use in the underground battles due to the noise and smoke they produce. However when cave in was not a threat, firearms worked perfectly. Early firearms (pistol, musket and blunderbuss) were slow to reload, but packed a punch. Later designs improved the firing system to reduce the reload times. As firearms began spreading beyond the dwarven kingdoms, they were quickly adopted by orcs, who have improved on them in their own way. While simple firearms are fairly common, more advanced versions (military and superior) are still quite rare due to cost and complexity of the firing mechanism, which makes maintenance a big issue. [B]Incorporating Firearms[/B] Rogues gain proficiency in all simple and martial one-handed firearms. Any character knows how to maintain all firearms they are proficient with, except for the Sleeve Pistol. Sleeve Pistol, while easy to use is difficult to maintain. You must be proficient with military firearms to maintain this weapon. Any character proficient in at least one military or superior firearm is able make ammunition. Gunpowder can be made by anyone with an Alchemy feat. Guns are loud and produce a lot of smoke, thus it is impossible to remain hidden after firing one. Powers that allow multiple attacks in a single round may be performed with single shot one handed firearms if you have enough loaded firearms on your person and have Quickdraw feat. [code][B]Simple ranged weapons[/B] [B]One handed weapons proficiency damage range weight group cost properties[/B] Sleeve pistol* +2 1d6 2/4 1 lbs firearms 50 gp ammo 1, load move, off-hand Pistol +2 1d8 5/10 3 lbs firearms 20 gp ammo 1, load move, off-hand [B]Two handed weapons proficiency damage range weight group cost properties[/B] Musket +2 1d10 12/24 8 lbs firearms 35 gp ammo 1, load move, small Blunderbuss +2 1d8 5/10 8 lbs firearms 30 gp ammo 1, brutal 1, load move, small [B]Military ranged weapons One handed weapons proficiency damage range weight group cost properties[/B] Long pistol* +3 1d8 10/20 3 lbs firearms 40 gp ammo 1, load minor, off-hand Twin pistol* +2 1d8 8/16 4 lbs firearms 45 gp ammo 2, load minor (1)/move (all) Turret pistol* +2 1d6 8/16 5 lbs firearms 50 gp ammo 4, load minor (1)/standard (all) Gunblade* +2 1d8(ranged) 8/16 6 lbs firearms 45 gp ammo 1, load minor 1d6(melee) - light blade [B]Two handed weapons proficiency damage range weight group cost properties[/B] Long musket* +3 1d10 20/40 9 lbs firearms 60 gp ammo 1, load minor, small Twin musket* +2 1d10 15/30 9 lbs firearms 55 gp ammo 2, load minor (1)/move (all), small Orcish arquebus +2 1d12 10/20 10 lbs firearms 45 gp ammo 1, brutal 1, load move [B]Superior ranged weapons One handed weapons proficiency damage range weight group cost properties[/B] Dueling pistol* +3 1d10 10/20 3 lbs firearms 40 gp ammo 1, high crit, load minor, off-hand Pig iron +2 1d10 5/10 5 lbs firearms 35 gp ammo 1, brutal 2, load move [B]Two handed weapons proficiency damage range weight group cost properties[/B] Dwarven hand cannon +2 2d6 8/16 12 lbs firearms 60 gp ammo 1, brutal 2, load move Great musket* +3 1d12 20/40 12 lbs firearms 70 gp ammo 1, load minor, small [/code] [B]Ammo X:[/B] number of shots before you need to reload [B]Load minor (1)/XXXX (all):[/B] takes a minor action to reload a single barrel, and specific action XXXX to reload all barrels at once. [B]Sleeve Pistol[/B] This is a pistol small enough to fit in the palm of your hand. When combined with a sleeve holster you can draw the weapon as a free action. If you use a sleeve holster to draw the pistol and fire it during the same round you gain Combat Advantage against your target and you do not provoke an Opportunity Attack. [B]Blunderbuss[/B] Because this weapon uses shot it is treated as area attack for purposes of damage resistances and vulnerabilities. [B]Twin Pistol[/B] This is essentially a Long Pistol with two barrels and a separate firing mechanism for each barrel. The barrels may be set side-by-side or over-and-under. Because of the weight of the weapon it is somewhat unbalanced, thus less accurate. [B]Turret Pistol[/B] This is a heavy four barreled pistol, with a firing mechanism for each barrel. Improved rate of fire however sacrifices damage and accuracy. [B]Twin Musket[/B] This is essentially a Long Musket with two barrels and a separate firing mechanism for each barrel. The barrels may be set side-by-side or over-and-under. Because of the weight of the weapon it is somewhat unbalanced, thus less accurate. [B]Orcish Arquebus[/B] This is an improved version of a blunderbuss, created by orcish craftsmen. Because this weapon uses shot it is treated as area attack for purposes of damage resistances and vulnerabilities. [B]Pig Iron[/B] This is another orcish modification on their favored blunderbuss. This time it is a lethal, short range pistol version. Because this weapon uses shot it is treated as area attack for purposes of damage resistances and vulnerabilities. [B]Dwarven Hand Cannon[/B] Most commonly used by its dwarven inventors, this is literally a hand cannon, it's loud, packs a punch, and kicks back like a mule. After you resolve your attack you are knocked prone. Because this weapon uses shot it is treated as area attack for purposes of damage resistances and vulnerabilities. [code][B]Firearms related equipment[/B] Ammunition (50) 1 gp 3 lbs Powder horn (50) 3 gp 1 lbs Sleeve holster 25 gp 1 lbs spring loaded holster allows you to draw Sleeve Pistol as a free action. Gun maintenance kit 10 gp 5 lbs includes everything you need to clean your gun, make minor repairs, and make ammunition. [/code][B]Heroic feats[/B] [B]Close Quarters Shot[/B] You gain a +2 bonus to AC against Opportunity Attacks from using one handed firearms in melee. [B]Paragon feats[/B] [B]Armor Piercing Shots[/B] Basic ranged attacks with firearms target Ref defense instead of AC. [B]Deadly Shots[/B] All firearms you use gain Brutal 1 property. This applies to ranged attacks only. [/QUOTE]
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