CaffeineBoy
First Post
I'm looking for some feedback on the gun rules I've cobbled together for 4e. Any suggestions will be greatly appreciated. If they relate to specific tweaks on the rules I've presented here all the better, but I'm interested on any work that's being done along these lines. I'm not married to this approach and want to see what's out there.
Thanks in advance... This is my first 4e material for public consumption so if anybody has tips on how I can better balance it, let me know.
One-Handed Simple Ranged Weapon:
Holdout
Proficiency: +2
Damage: 1d6
Range: 5/10
Group: Firearm
Properties: Load minor, High crit
One-Handed Simple Ranged Weapon:
Blunderbuss
Proficiency: +2
Damage: 1d6
Range: 5/10
Group: Firearm
Properties: Load standard, Blast 2, High crit
Two-Handed Simple Ranged Weapon:
Musket
Proficiency: +2
Damage: 1d8
Range: 15/30
Group: Firearm
Properties: Load move, High crit
One-Handed Military Ranged Weapon:
Pistol
Proficiency: +2
Damage: 1d6
Range: 10/20
Group: Firearm
Properties: Load minor, High crit
One-Handed Military Ranged Weapon:
Carbine
Proficiency: +2
Damage: 1d8
Range: 15/30
Group: Firearm
Properties: Load move, High crit, Versatile
Two-Handed Military Ranged Weapon:
Rifle
Proficiency: +2
Damage: 1d10
Range: 20/40
Group: Firearm
Properties: Load move, High crit
One-Handed Superior Ranged Weapon:
Dueling Pistol
Proficiency: +3
Damage: 1d6
Range: 10/20
Group: Firearm
Properties: Load minor, High crit
Two-Handed Superior Ranged Weapon:
Long Rifle
Proficiency: +3
Damage: 1d10
Range: 25/50
Group: Firearm
Properties: Load move, High crit
FIREARM TRAINING [MULTICLASS]
Prerequisites: Dex 13, any martial class
Benefit: You gain proficiency with firearms. When you hit with
your weapon, you can forgo dealing damage and daze the target
until the end of your next turn instead. On a critical hit, the target
is also knocked prone. (A little "Alright you Primitive Screwheads,
listen up! You see this? This... is my BOOMSTICK!" action with
everybody cringing and ducking for cover.)
FIREARM NOVICE
Prerequisites: Firearm Training, 4th level
Benefit: You can swap one 3rd-level or higher encounter attack
power you know for the Kneecap attack power.
Kneecap -- Feat Power
Ooooo... That's gotta sting!
Encounter - Weapon
Standard Action - Ranged weapon
Requirement: You must be wielding a firearm.
Target: One Creature
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage, and the target is slowed
(save ends). First missed save: the target is immobilized (save ends).
FIREARM EXPERT
Prerequisites: Firearm Training, 8th level
Benefit: You can swap one 6th-level or higher utility power you
know for the Trick-shot attack power.
Trick-shot -- Feat Power
Linear thinking won't always bring down your prey... you know
how to ricochet bullets around corners, shoot chandeliers down
and thread a shot through tiny gaps.
Encounter
Minor Action - Personal
Effect: Ignore cover and superior cover the next time you make
a ranged attack with a firearm.
FIREARM SPECIALIST
Prerequisites: Firearm Training, 10th level
Benefit: You can swap one 9th-level or higher daily attack
power you know for the Stand-and-Deliver attack power.
Stand-and-Deliver -- Feat Power
When you *must* get the shot, sometimes you throw personal
safety to the wind.
Daily - Stance, Weapon
Standard Action - Ranged weapon
Requirement: You must be wielding a firearm.
Target: One creature
Attack: Dexterity +2 vs. AC
Hit: 2[W] + Dexterity modifier + Wisdom modifier damage.
Effect: Until the stance ends, the range of your weapon attacks
is extended by 5/10 squares and you gain the Aim utility power.
You also grant combat advantage to all enemies.
Aim -- Stance power
Heedless of the roil of battle around you and your instincts to
flee from harm's way, you instead stand and deliver!
At-Will - Stance, Weapon
Minor Action - Personal
Requirement: You must be wielding a firearm.
Effect: Add your Wisdom modifier to your damage.
Thanks in advance... This is my first 4e material for public consumption so if anybody has tips on how I can better balance it, let me know.
One-Handed Simple Ranged Weapon:
Holdout
Proficiency: +2
Damage: 1d6
Range: 5/10
Group: Firearm
Properties: Load minor, High crit
One-Handed Simple Ranged Weapon:
Blunderbuss
Proficiency: +2
Damage: 1d6
Range: 5/10
Group: Firearm
Properties: Load standard, Blast 2, High crit
Two-Handed Simple Ranged Weapon:
Musket
Proficiency: +2
Damage: 1d8
Range: 15/30
Group: Firearm
Properties: Load move, High crit
One-Handed Military Ranged Weapon:
Pistol
Proficiency: +2
Damage: 1d6
Range: 10/20
Group: Firearm
Properties: Load minor, High crit
One-Handed Military Ranged Weapon:
Carbine
Proficiency: +2
Damage: 1d8
Range: 15/30
Group: Firearm
Properties: Load move, High crit, Versatile
Two-Handed Military Ranged Weapon:
Rifle
Proficiency: +2
Damage: 1d10
Range: 20/40
Group: Firearm
Properties: Load move, High crit
One-Handed Superior Ranged Weapon:
Dueling Pistol
Proficiency: +3
Damage: 1d6
Range: 10/20
Group: Firearm
Properties: Load minor, High crit
Two-Handed Superior Ranged Weapon:
Long Rifle
Proficiency: +3
Damage: 1d10
Range: 25/50
Group: Firearm
Properties: Load move, High crit
FIREARM TRAINING [MULTICLASS]
Prerequisites: Dex 13, any martial class
Benefit: You gain proficiency with firearms. When you hit with
your weapon, you can forgo dealing damage and daze the target
until the end of your next turn instead. On a critical hit, the target
is also knocked prone. (A little "Alright you Primitive Screwheads,
listen up! You see this? This... is my BOOMSTICK!" action with
everybody cringing and ducking for cover.)
FIREARM NOVICE
Prerequisites: Firearm Training, 4th level
Benefit: You can swap one 3rd-level or higher encounter attack
power you know for the Kneecap attack power.
Kneecap -- Feat Power
Ooooo... That's gotta sting!
Encounter - Weapon
Standard Action - Ranged weapon
Requirement: You must be wielding a firearm.
Target: One Creature
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage, and the target is slowed
(save ends). First missed save: the target is immobilized (save ends).
FIREARM EXPERT
Prerequisites: Firearm Training, 8th level
Benefit: You can swap one 6th-level or higher utility power you
know for the Trick-shot attack power.
Trick-shot -- Feat Power
Linear thinking won't always bring down your prey... you know
how to ricochet bullets around corners, shoot chandeliers down
and thread a shot through tiny gaps.
Encounter
Minor Action - Personal
Effect: Ignore cover and superior cover the next time you make
a ranged attack with a firearm.
FIREARM SPECIALIST
Prerequisites: Firearm Training, 10th level
Benefit: You can swap one 9th-level or higher daily attack
power you know for the Stand-and-Deliver attack power.
Stand-and-Deliver -- Feat Power
When you *must* get the shot, sometimes you throw personal
safety to the wind.
Daily - Stance, Weapon
Standard Action - Ranged weapon
Requirement: You must be wielding a firearm.
Target: One creature
Attack: Dexterity +2 vs. AC
Hit: 2[W] + Dexterity modifier + Wisdom modifier damage.
Effect: Until the stance ends, the range of your weapon attacks
is extended by 5/10 squares and you gain the Aim utility power.
You also grant combat advantage to all enemies.
Aim -- Stance power
Heedless of the roil of battle around you and your instincts to
flee from harm's way, you instead stand and deliver!
At-Will - Stance, Weapon
Minor Action - Personal
Requirement: You must be wielding a firearm.
Effect: Add your Wisdom modifier to your damage.
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