Hello guys, mister, gentlemen, ladies, lizardfolks, half-goblins or whatever you want to be called...
I know there is plenty of threads about this, but a lot of are pretty old... Some are very interesting, but some are just people talking about other things, or having arguments with each others… Which happen. Sometimes. Commonly… Often. Always… *Cough*
So, I know there’s no magical solution to this “problem” and we all have different ways to see and feel how guns works or SHOULD works in a fantastical universe. But I want to try to make things clear, straight-forward and try to engage a conversation with you, the Enworld community. I know there’s a lot of people here who love to do optimized things or so, but I would to try to do something by my own. My fear is what people are scared about… Balance.
Do the fireguns have to be powerful, like fire-canon-obliterating-unstoppable-hellfire-launcher-of-the-dead-who-even-ignore-armor-like-why-not-after-all-you-know.
Or should I have to be more “realistic” and find a way to make fireguns interesting and not a re-skin of crossbows…
For context purpose I’m trying to set up a steampunk campaign based on already existing universes like Arcanum. (A video game. If you don’t know what It is, go check I out, it’s a pretty neat one actually.)
My problem is that I want to have some new “weaponry” for my players, and I want that to be some pistols, musket, blackpowder guns in general and, why not, some kind of revolver maybe…
My problem is that there’s a lot… I mean… A LOT OF threads with A LOT OF suggestions about what kind of damage it should do, the range they must have, their prices and of the top of that… How many damages they must have to do ?
I personally think that early fireguns aren’t that strong and are as lethal as bows or crossbows so I don’t think they should have some crazy over numbered dices…
If I take this thread in consideration : http://www.enworld.org/forum/showth...s-damage-table-Hopefully-little-more-balanced
Pistol should do 2d4 damage, light, loading 30/120
Musket 2d6 damage, heavy, two-handed, loading 60/240
Etc…
Loading should be a part of the problem too, since you have to keep them interesting for late levels (As you can do for Crossbows with a feat) and don’t make them too strong for early levels.
If you take a look at this thread, you can see some good points : http://www.enworld.org/forum/showthread.php?490109-Guns-in-your-world-and-in-mine!
Or this one too : http://www.enworld.org/forum/showthread.php?418692-Has-anyone-used-the-firearm-rules-in-the-dmg
(You could find some interesting point like, should we have to add DEX mod to damage or not, add some arbitrary +2 or +3 for some reason for let them being attractive to people with fewer DEX, and make bows a better option for characters with 18 or 20 DEX etc…)
Or maybe this one, with some more homebrews rules : http://www.enworld.org/forum/showthread.php?365364-Please-critique-my-firearm-rules
Which is dangerous if you consider that the 5E want to make things clearer than latest versions.
So, many people talked about firearms, guns, but even if you can’t make a perfect system, I want to try to make something balanced to my configuration… I don’t want to make them useless and frustrate my players who want to play in a different style, but I don’t want to make them too powerful for the same reason : I don’t want my other players to feel like they HAVE to use them instead of other things just because they’re too powerful.
I hope it’s clear. My apologies for all my mistakes, I keep trying to do my best here. If you don’t understand something (Or maybe, anything) just tell it to me.
Thanks
I know there is plenty of threads about this, but a lot of are pretty old... Some are very interesting, but some are just people talking about other things, or having arguments with each others… Which happen. Sometimes. Commonly… Often. Always… *Cough*
So, I know there’s no magical solution to this “problem” and we all have different ways to see and feel how guns works or SHOULD works in a fantastical universe. But I want to try to make things clear, straight-forward and try to engage a conversation with you, the Enworld community. I know there’s a lot of people here who love to do optimized things or so, but I would to try to do something by my own. My fear is what people are scared about… Balance.
Do the fireguns have to be powerful, like fire-canon-obliterating-unstoppable-hellfire-launcher-of-the-dead-who-even-ignore-armor-like-why-not-after-all-you-know.
Or should I have to be more “realistic” and find a way to make fireguns interesting and not a re-skin of crossbows…
For context purpose I’m trying to set up a steampunk campaign based on already existing universes like Arcanum. (A video game. If you don’t know what It is, go check I out, it’s a pretty neat one actually.)
My problem is that I want to have some new “weaponry” for my players, and I want that to be some pistols, musket, blackpowder guns in general and, why not, some kind of revolver maybe…
My problem is that there’s a lot… I mean… A LOT OF threads with A LOT OF suggestions about what kind of damage it should do, the range they must have, their prices and of the top of that… How many damages they must have to do ?
I personally think that early fireguns aren’t that strong and are as lethal as bows or crossbows so I don’t think they should have some crazy over numbered dices…
If I take this thread in consideration : http://www.enworld.org/forum/showth...s-damage-table-Hopefully-little-more-balanced
Pistol should do 2d4 damage, light, loading 30/120
Musket 2d6 damage, heavy, two-handed, loading 60/240
Etc…
Loading should be a part of the problem too, since you have to keep them interesting for late levels (As you can do for Crossbows with a feat) and don’t make them too strong for early levels.
If you take a look at this thread, you can see some good points : http://www.enworld.org/forum/showthread.php?490109-Guns-in-your-world-and-in-mine!
Or this one too : http://www.enworld.org/forum/showthread.php?418692-Has-anyone-used-the-firearm-rules-in-the-dmg
(You could find some interesting point like, should we have to add DEX mod to damage or not, add some arbitrary +2 or +3 for some reason for let them being attractive to people with fewer DEX, and make bows a better option for characters with 18 or 20 DEX etc…)
Or maybe this one, with some more homebrews rules : http://www.enworld.org/forum/showthread.php?365364-Please-critique-my-firearm-rules
Which is dangerous if you consider that the 5E want to make things clearer than latest versions.
So, many people talked about firearms, guns, but even if you can’t make a perfect system, I want to try to make something balanced to my configuration… I don’t want to make them useless and frustrate my players who want to play in a different style, but I don’t want to make them too powerful for the same reason : I don’t want my other players to feel like they HAVE to use them instead of other things just because they’re too powerful.
I hope it’s clear. My apologies for all my mistakes, I keep trying to do my best here. If you don’t understand something (Or maybe, anything) just tell it to me.
Thanks