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<blockquote data-quote="CaffeineBoy" data-source="post: 4870770" data-attributes="member: 17690"><p>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.</p><p></p><p>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. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p><span style="color: Orange">One-Handed Simple Ranged Weapon:</span></p><p><strong>Holdout</strong></p><p>Proficiency: +2</p><p>Damage: 1d6</p><p>Range: 5/10</p><p>Group: Firearm</p><p>Properties: Load minor, High crit</p><p></p><p><span style="color: orange">One-Handed Simple Ranged Weapon:</span></p><p><strong>Blunderbuss</strong></p><p>Proficiency: +2</p><p>Damage: 1d6</p><p>Range: 5/10</p><p>Group: Firearm</p><p>Properties: Load standard, Blast 2, High crit</p><p></p><p><span style="color: orange">Two-Handed Simple Ranged Weapon:</span></p><p><strong>Musket</strong></p><p>Proficiency: +2</p><p>Damage: 1d8</p><p>Range: 15/30</p><p>Group: Firearm</p><p>Properties: Load move, High crit</p><p></p><p><span style="color: orange">One-Handed Military Ranged Weapon:</span></p><p><strong>Pistol</strong></p><p>Proficiency: +2</p><p>Damage: 1d6</p><p>Range: 10/20</p><p>Group: Firearm</p><p>Properties: Load minor, High crit</p><p></p><p><span style="color: orange">One-Handed Military Ranged Weapon:</span></p><p><strong>Carbine</strong></p><p>Proficiency: +2</p><p>Damage: 1d8</p><p>Range: 15/30</p><p>Group: Firearm</p><p>Properties: Load move, High crit, Versatile</p><p></p><p><span style="color: orange">Two-Handed Military Ranged Weapon:</span></p><p><strong>Rifle</strong></p><p>Proficiency: +2</p><p>Damage: 1d10</p><p>Range: 20/40</p><p>Group: Firearm</p><p>Properties: Load move, High crit</p><p></p><p><span style="color: orange">One-Handed Superior Ranged Weapon:</span></p><p><strong>Dueling Pistol</strong></p><p>Proficiency: +3</p><p>Damage: 1d6</p><p>Range: 10/20</p><p>Group: Firearm</p><p>Properties: Load minor, High crit</p><p></p><p><span style="color: orange">Two-Handed Superior Ranged Weapon:</span></p><p><strong>Long Rifle</strong></p><p>Proficiency: +3</p><p>Damage: 1d10</p><p>Range: 25/50</p><p>Group: Firearm</p><p>Properties: Load move, High crit</p><p></p><p><span style="color: Orange">FIREARM TRAINING [MULTICLASS]</span><strong></strong></p><p><strong>Prerequisites:</strong> Dex 13, any martial class</p><p><strong>Benefit:</strong> You gain proficiency with firearms. When you hit with </p><p>your weapon, you can forgo dealing damage and daze the target</p><p>until the end of your next turn instead. On a critical hit, the target</p><p>is also knocked prone. (A little <em>"Alright you Primitive Screwheads,</em></p><p><em>listen up! You see this? This... is my BOOMSTICK!"</em> action with </p><p>everybody cringing and ducking for cover.)</p><p></p><p><span style="color: orange">FIREARM NOVICE</span></p><p><strong>Prerequisites:</strong> Firearm Training, 4th level</p><p><strong>Benefit:</strong> You can swap one 3rd-level or higher encounter attack</p><p>power you know for the <strong>Kneecap</strong> attack power.</p><p></p><p><span style="color: red"><strong>Kneecap</strong></span> -- Feat Power</p><p><em>Ooooo... That's gotta sting!</em></p><p><strong><span style="color: red">Encounter</span> - Weapon</strong></p><p><strong>Standard Action - Ranged</strong> weapon</p><p><strong>Requirement:</strong> You must be wielding a firearm.</p><p><strong>Target:</strong> One Creature</p><p><strong>Attack:</strong> Dexterity vs. Reflex</p><p><strong>Hit:</strong> 2[W] + Dexterity modifier damage, and the target is slowed</p><p>(save ends). First missed save: the target is immobilized (save ends).</p><p></p><p><span style="color: orange">FIREARM EXPERT</span></p><p><strong>Prerequisites:</strong> Firearm Training, 8th level</p><p><strong>Benefit:</strong> You can swap one 6th-level or higher utility power you</p><p>know for the <strong>Trick-shot</strong> attack power.</p><p></p><p><span style="color: Red"><strong>Trick-shot</strong></span> -- Feat Power</p><p><em>Linear thinking won't always bring down your prey... you know</em></p><p><em>how to ricochet bullets around corners, shoot chandeliers down</em></p><p><em>and thread a shot through tiny gaps.</em></p><p><span style="color: Red"><strong>Encounter</strong></span></p><p><strong>Minor Action - Personal</strong></p><p><strong>Effect:</strong> Ignore cover and superior cover the next time you make</p><p>a ranged attack with a firearm.</p><p></p><p><span style="color: orange">FIREARM SPECIALIST</span></p><p><strong>Prerequisites:</strong> Firearm Training, 10th level</p><p><strong>Benefit:</strong> You can swap one 9th-level or higher daily attack</p><p>power you know for the <strong>Stand-and-Deliver</strong> attack power.</p><p></p><p><span style="color: Gray"><strong>Stand-and-Deliver</strong></span> -- Feat Power</p><p><em>When you *must* get the shot, sometimes you throw personal</em></p><p><em>safety to the wind. </em></p><p><strong><span style="color: Gray">Daily </span>- Stance, Weapon</strong></p><p><strong>Standard Action - Ranged</strong> weapon</p><p><strong>Requirement:</strong> You must be wielding a firearm.</p><p><strong>Target:</strong> One creature</p><p><strong>Attack:</strong> Dexterity +2 vs. AC</p><p><strong>Hit:</strong> 2[W] + Dexterity modifier + Wisdom modifier damage.</p><p><strong>Effect:</strong> Until the stance ends, the range of your weapon attacks</p><p>is extended by 5/10 squares and you gain the <span style="color: Lime"><strong>Aim</strong></span> utility power.</p><p>You also grant combat advantage to all enemies.</p><p></p><p><span style="color: Lime"><strong>Aim</strong></span> -- Stance power</p><p><em>Heedless of the roil of battle around you and your instincts to</em></p><p><em>flee from harm's way, you instead stand and deliver!</em></p><p><strong><span style="color: Lime">At-Will</span> - Stance, Weapon</strong></p><p><strong>Minor Action - Personal</strong></p><p><strong>Requirement:</strong> You must be wielding a firearm.</p><p><strong>Effect:</strong> Add your Wisdom modifier to your damage.</p></blockquote><p></p>
[QUOTE="CaffeineBoy, post: 4870770, member: 17690"] 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. :D [COLOR="Orange"]One-Handed Simple Ranged Weapon:[/COLOR] [B]Holdout[/B] Proficiency: +2 Damage: 1d6 Range: 5/10 Group: Firearm Properties: Load minor, High crit [COLOR="orange"]One-Handed Simple Ranged Weapon:[/COLOR] [B]Blunderbuss[/B] Proficiency: +2 Damage: 1d6 Range: 5/10 Group: Firearm Properties: Load standard, Blast 2, High crit [COLOR="orange"]Two-Handed Simple Ranged Weapon:[/COLOR] [B]Musket[/B] Proficiency: +2 Damage: 1d8 Range: 15/30 Group: Firearm Properties: Load move, High crit [COLOR="orange"]One-Handed Military Ranged Weapon:[/COLOR] [B]Pistol[/B] Proficiency: +2 Damage: 1d6 Range: 10/20 Group: Firearm Properties: Load minor, High crit [COLOR="orange"]One-Handed Military Ranged Weapon:[/COLOR] [B]Carbine[/B] Proficiency: +2 Damage: 1d8 Range: 15/30 Group: Firearm Properties: Load move, High crit, Versatile [COLOR="orange"]Two-Handed Military Ranged Weapon:[/COLOR] [B]Rifle[/B] Proficiency: +2 Damage: 1d10 Range: 20/40 Group: Firearm Properties: Load move, High crit [COLOR="orange"]One-Handed Superior Ranged Weapon:[/COLOR] [B]Dueling Pistol[/B] Proficiency: +3 Damage: 1d6 Range: 10/20 Group: Firearm Properties: Load minor, High crit [COLOR="orange"]Two-Handed Superior Ranged Weapon:[/COLOR] [B]Long Rifle[/B] Proficiency: +3 Damage: 1d10 Range: 25/50 Group: Firearm Properties: Load move, High crit [COLOR="Orange"]FIREARM TRAINING [MULTICLASS][/COLOR][B] Prerequisites:[/B] Dex 13, any martial class [B]Benefit:[/B] 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 [I]"Alright you Primitive Screwheads, listen up! You see this? This... is my BOOMSTICK!"[/I] action with everybody cringing and ducking for cover.) [COLOR="orange"]FIREARM NOVICE[/COLOR] [B]Prerequisites:[/B] Firearm Training, 4th level [B]Benefit:[/B] You can swap one 3rd-level or higher encounter attack power you know for the [B]Kneecap[/B] attack power. [COLOR="red"][B]Kneecap[/B][/COLOR] -- Feat Power [I]Ooooo... That's gotta sting![/I] [B][COLOR="red"]Encounter[/COLOR] - Weapon[/B] [B]Standard Action - Ranged[/B] weapon [B]Requirement:[/B] You must be wielding a firearm. [B]Target:[/B] One Creature [B]Attack:[/B] Dexterity vs. Reflex [B]Hit:[/B] 2[W] + Dexterity modifier damage, and the target is slowed (save ends). First missed save: the target is immobilized (save ends). [COLOR="orange"]FIREARM EXPERT[/COLOR] [B]Prerequisites:[/B] Firearm Training, 8th level [B]Benefit:[/B] You can swap one 6th-level or higher utility power you know for the [B]Trick-shot[/B] attack power. [COLOR="Red"][B]Trick-shot[/B][/COLOR] -- Feat Power [I]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.[/I] [COLOR="Red"][B]Encounter[/B][/COLOR] [B]Minor Action - Personal[/B] [B]Effect:[/B] Ignore cover and superior cover the next time you make a ranged attack with a firearm. [COLOR="orange"]FIREARM SPECIALIST[/COLOR] [B]Prerequisites:[/B] Firearm Training, 10th level [B]Benefit:[/B] You can swap one 9th-level or higher daily attack power you know for the [B]Stand-and-Deliver[/B] attack power. [COLOR="Gray"][B]Stand-and-Deliver[/B][/COLOR] -- Feat Power [I]When you *must* get the shot, sometimes you throw personal safety to the wind. [/I] [B][COLOR="Gray"]Daily [/COLOR]- Stance, Weapon Standard Action - Ranged[/B] weapon [B]Requirement:[/B] You must be wielding a firearm. [B]Target:[/B] One creature [B]Attack:[/B] Dexterity +2 vs. AC [B]Hit:[/B] 2[W] + Dexterity modifier + Wisdom modifier damage. [B]Effect:[/B] Until the stance ends, the range of your weapon attacks is extended by 5/10 squares and you gain the [COLOR="Lime"][B]Aim[/B][/COLOR] utility power. You also grant combat advantage to all enemies. [COLOR="Lime"][B]Aim[/B][/COLOR] -- Stance power [I]Heedless of the roil of battle around you and your instincts to flee from harm's way, you instead stand and deliver![/I] [B][COLOR="Lime"]At-Will[/COLOR] - Stance, Weapon Minor Action - Personal[/B] [B]Requirement:[/B] You must be wielding a firearm. [B]Effect:[/B] Add your Wisdom modifier to your damage. [/QUOTE]
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