Chaosmancer
Legend
I had an entire thread about this before The Crash ... hm. Saddening that all that discussion was lost. Anyway, I'm going to merrily plop myself in here because I could use some community opinion.
Now, I'm not going to get involved in any realism vs. mechanics and all that, but I would like some opinions.
I'm going to try running a game with a very Renaissance bent where Wheelocks are definitely a thing, though like their historical counterparts are going to be pretty rare and expensive compared to a simple(r) sword or crossbow.
My mechanical idea behind them factors in everything from 5E, just to keep it simple, but I still want to make them a little unique. The big difference would be the "Inaccurate" quality: Firearms cannot add Dex to damage.
All firearms are Simple Weapons.
The current concept is:
Wheelock Pistol
3d6 Bludgeoning/Piercing
3 lbs.
Ammunition (range 30/90), Inaccurate, Loading, Reload (1 Action)
Costs 1,000 GP
Wheelock Musket
4d4 Bludgeoning/Piercing
8 lbs.
Ammunition (range 50/100), Inaccurate, Heavy, Loading, Two-Handed, Reload (1 Action)
Costs 1,200 GP
Ammunition
Firearm Cartridges (20) - 5 GP
For Crafting both firearms and ammunition, the crafter must be proficient in Tinker Tools and Alchemist's Supplies.
Firearms can never lose the Loading or Reload properties. The Sharpshooter Feat affects them normally.
The idea was to make these be pretty potent, scary, 1-shot weapons (at lower levels), but then making them relatively useless unless you really want to sacrifice your turn reloading it (during which time someone with a Bow or a Crossbow + The Feat can get off a series of shots and add their Dex to each).
My first thought is why do you have the musket weaker than the pistol. Typically, rifles and muskets are portrayed as more deadly than the smaller and easier to carry pistol.