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Guns in D&D - A Hot Take
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<blockquote data-quote="Sacrosanct" data-source="post: 7561208" data-attributes="member: 15700"><p>Most gimmick rounds wouldn't have much of a significant difference in gameplay to warrant changes. Like flechette rounds. For dragonsbreath, most of the initial damage is still from the magnesium pellets hitting you, so the only change I would make is to give it an incendiary ability (sets flammable targets on fire, maybe 1d4 points initial damage and 1d4 at the start of your next turn if not extinguished).</p><p></p><p>It all depends on how detailed you want. But beware the rabbit hole I mentioned earlier. Most shotgun rounds, in a modern setting, would be:</p><p></p><p>birdshot: damage only out to 10m, any armor offers total protection, double prof bonus to hit</p><p>buckshot: standard damage and range (I would list it at 25m), double prof bonus to hit</p><p>slug: 100m range, standard prof bonus to hit</p><p>bolo: same as buckshot</p><p>dragonsbreath: same as birdshot for pellet damage, fire damage out to 30m (if you want to get super realistic, every subsequent round has a 25% cumulative change of jamming because it fouls the barrel so much)</p><p>FRAG-12 grenade: 1/4 damage and radius as 40mm grendade</p><p>flash thunder: no damage, but acts like stun grenade (flash/bang)</p><p>armor piercing: ignores armor bonus, standard prof to hit, 100m range, half damage</p><p>flare: like a flare gun, no damage</p><p>gas: half the radius of a gas grenade (like tear gas), no damage</p><p>bean bag: stun damage only</p><p>screacher: no damage, just a loud screeching noise (used to scare animals)</p><p></p><p>Anything other than buckshot or birdshot or slug I'd have a lot higher cost of ammunition as well.</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 7561208, member: 15700"] Most gimmick rounds wouldn't have much of a significant difference in gameplay to warrant changes. Like flechette rounds. For dragonsbreath, most of the initial damage is still from the magnesium pellets hitting you, so the only change I would make is to give it an incendiary ability (sets flammable targets on fire, maybe 1d4 points initial damage and 1d4 at the start of your next turn if not extinguished). It all depends on how detailed you want. But beware the rabbit hole I mentioned earlier. Most shotgun rounds, in a modern setting, would be: birdshot: damage only out to 10m, any armor offers total protection, double prof bonus to hit buckshot: standard damage and range (I would list it at 25m), double prof bonus to hit slug: 100m range, standard prof bonus to hit bolo: same as buckshot dragonsbreath: same as birdshot for pellet damage, fire damage out to 30m (if you want to get super realistic, every subsequent round has a 25% cumulative change of jamming because it fouls the barrel so much) FRAG-12 grenade: 1/4 damage and radius as 40mm grendade flash thunder: no damage, but acts like stun grenade (flash/bang) armor piercing: ignores armor bonus, standard prof to hit, 100m range, half damage flare: like a flare gun, no damage gas: half the radius of a gas grenade (like tear gas), no damage bean bag: stun damage only screacher: no damage, just a loud screeching noise (used to scare animals) Anything other than buckshot or birdshot or slug I'd have a lot higher cost of ammunition as well. [/QUOTE]
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