Firearms in D&D?

Shirt Guy John

First Post
Don't know how usefull or balanced any of this is (and It's gonna come out ugly, i just know it), but I thought I'd drop it in for y'all to look at.

Note that the background/Flavor is all in very rough stages... I'm working on it.

There are four seperate "regions" in the world, each composed of many different kindoms and countries, but all with an aspect that holds them together with the others in their respective region. The four regions are each aligned to a seperate focused principle; one is focused on Arcane Magics, one on Divine Magic, another on Psionics, and the last on technology. Along with their focuses, each region has developed a sort of bias against one or more other focuses. In the region fosused on Arcane Magic, the powers of the mind are seen as wasteful, puny, or worthless. Psions are persecuted as an inferior brand of mages, "wannabes" in today's tongue. To a lesser extent, the regions of the Arcane distrust technology, for it puts far too much power into the hand of the meek and meager. In the lands of Divine Magics, technology is seen as the greatest blasphemy in the history of the known world. The machines, more specifically the guns, that go along with technology are in direct violation of the highest order of laws; those that even the Gods must all follow. It is an abberation and a plague. The more religious zealots do not trust the Arcane forces either, and they view them as the perversion and rape of the forces that only Gods should control. The psionic region is fairly accepting, in comparison to the last two. Their biases are more of a deep seated defence mechanism than outright hate. Due to the longtime distrust of the practitioners of the Arcane, they are seen as open ememies to the Psionics. The other, the Divine fools, as some Psions see them, are not hated, but distrusted; they rely far too heavily on entities that many of them will never even gaze upon. For the technologists, the battle lines are clearly drawn. They have shown utter contempt for the priests and clerics of the Divine region, refering to them as religious tyrants and hate-mongers. Many Technologists also are weary of the Arcane mages, for in their fear and their dedication to the old ways, they have the most to lose if technology were to spread.

Technology Region: One might wonder where in a fantasy realm a culture might stumble upon the ability to craft firearms and machines-very advanced firearms and machines. The technologists' region was founded on the ruins of an old civilization; possibly older than the gods themselves. The people slowly absorbed the lost knowledge around them, maybe even through a powerful form of osmosis. They have learned how to create things that those lacking magical or psionic discipline could only dream of in times past. The most important of these things are firearms- guns.

Guns: There are four basic types of guns: Pistols, Long-Barrels, Bursters, and Repeaters (Handguns, Rifles, Shotguns, and Fully-Automatic Weapons). Of the four types, pistols are the most common, followed by Long-Barrels. Bursters come in a close third, but Repeaters, though powerful, are few and far between. In each catagory there are a few specific weapons, or subtypes.

Main Type Sub-Types
========= ======================
Pistol Slow or Fast versions of: Light Pistol, Hand Pistol, and Heavy Pistol
Long-Barrel Bolt Long-Barrel, Pump Long-Barrel, Heavy Barrel
Burster Small Burster, Big Burster, Revolving Burster
Repeater Light Repeater, Heavy Repeater, Devastater

Damage/Crit/Range/Firing Rate
======================================
Slow Light Pistol 1d8, x3, 20ft., single
Fast Light Pistol 1d8, x3, 20ft., multi
Slow Hand Pistol 1d10, x3, 20ft., single
Fast Hand Pistol 1d10, x3, 20ft., multi
Slow Heavy Pistol 2d6, x3, 20ft., single
Fast Heavy Pistol 2d6, x3, 20ft., multi

Bolt Long-Barrel 2d6, x3, 200ft., single
Pump Long-Barrel 2d6, x3, 200ft., multi
Heavy Barrel 2d10, x3, 200ft., single

Small Burster 3/2/1d6, x3, 50ft., single
Heavy Burster 3/2/1d8, x3, 50ft., single
Chamber Burster 3/2/1d6, x3, 50ft., multi

Light Repeater 2d6, x3, 100ft., unlimited
Heavy Repeater 2d10, x3, 100ft., unlimited
Devastater(V.Rare) 2d12, x4, 100ft., unlimited

The Curse of the Divine: Characters who use firearms slowly gain a "taint" to their beings which can be exploited by Divine spellcaster and generally means trouble. For each rank that a character has in Knowledge(Firearms), he takes a -1 penalty to spell resistance against divine effects. Additionally, each time he take a Firearm type feat, he gains a permanent point of healing resistance, which reduces the amount of healing that he may recieve. [Only if still unbalancing]And lastly, he must not only always save against any beneficial divine spell that allows one, but also suffers a -2 penalty to all saving throws against detrimental (not helpful) divine spells for as long as he is in possestion of a firearm and for an additional two weeks after he has gotten rid of it.

Firearm feats:

Gunplay [Firearm]
=================
Reqs: Knowledge(Firearms) 4 ranks, Dex 13+

Bens: You are very skilled with a firearm, but not in a combat sense. You may make Perform(Gunplay) checks using your Dexterity modifier instead of your charisma modifier on the check. You may make a Perform(Gunplay) check in place of an Intimidate check at the DM's option. While this feat may not be an obvious choice for a Gunslinger, the fimaliarity with the weapons that it grants opens the gateway to bigger and better feats.

MultiFire [Firearm]
===================
Reqs: Knowledge(Firearms) 6 ranks, Gunplay, Rapid Shot, Dex 13+

Bens: When using a firearm with Multi or Unlimited speed, the penalties for the additional attacks are reduced by 2 (-2 for multi, -4 for unlimited).
Normal: Normal penalties are -4 for Multi, and -6 for Unlimited.

True Shot [Firearm]
===================
Reqs: Knowledge(Firearms) 4 ranks, Gunplay, Precise Shot, Dex 13+, Wis 13+

Bens: You make assign a penalty to the damage that your firearm will deal with each shot in return for greater accuracy. You may take a penaly to damage rolls no greater than 1/2 your current Base Attack Bonus(minimum -1), and add that amount to your attack rolls. Both the penalties and bonuses last until your next turn.

Eagle Eye [Firearm]
===================
Reqs: Knowledge(Firearm) 4 ranks, Spot 4 ranks, Far Shot, Wis 15+

Bens: When firing past the first range increment, if you make a single attack in the round, you take only a -1 penalty to attack rolls per range increment.
Normal: You take a -2 penalty to attack for each range increment.

Controlled Ricochet
===================
Reqs: Knowledge(Firearms) 8 ranks, Gunplay, Point Blank Shot, Dex 13+, Wis 13+

Bens: You may designate a single shot each turn, up to a total each day equal to your ranks in Knowledge(Firearms), as a Controlled Ricochet. With that shot, the target is treated as though he were flat-footed for the purposes of armor class. You must have a surface to bounce the shot off of, and both the surface and the target must be within the first range increment. You must roll damage against the surface before rolling the attack roll against the target; if the attack deals enough damage to bypass the surface's hardness, the attack fails, and the bullet becomes lodged in the surface. You cannot use this feat in conjunction with a Burster-type weapon.

Called Shot [Firearm]
=====================
Reqs: Knowledge(Firearms) 6 ranks, Spot 6 ranks, Far Shot, Eagle Eye, Wis 15+

Bens: You may choose to make a called shot as a full-round action. Pick a part of your opponent's body. Roll your attack roll against the AC of the single body-part (Arms and legs are 2 size-catagories smaller, Heads are 3, bodies are 1). If you hit, you deal damage directly to the body-part, which will cause penalties (decided by the DM). Head shots typically make the target save vs. death (like with massive damage), Arm/Leg shots hamper limbuse, and body shots are treated as if the weapon's critical multiplier were 1 point higher, but only if a critical hit is scored naturally.
Special: You may use both this feat and Eagle Eye on the same single attack.

Pistol Whip [Firearm]
=====================
Reqs: Knowledge(Firearms) 4 ranks, Gunplay, Dex 13+

Bens: You may use a firearm as a melee weapon, so long as you are fully proficient with it. This will allow you to make attacks of opportunity, because you will be armed with a melee weapon. Damage is bludgeoning, and all attacks have a critical multiplier of x2. No matter the weapon size, Pistols deal 1d4 and are wielded in a single hand and Long-Barrels, Bursters and Repeaters all deal 1d6 and are wielded in both hands.

Shoot From the Hip [Firearm]
============================
Reqs: Knowledge(Firearms) 4 ranks, Gunplay, Quick Draw, Improved Initiative, Dex 15+

Bens: When rolling for initiative, you may choose to forfeit your first round of actions, and instead draw your firearm(pistols only) and make a single normal attack, all at the first count of initiative. You roll initiative normally for the second round, but lose the benefits of the Improved Initiative feat for the encounter.

Two-Gun Fighting [Firearm]
==========================
Reqs: Knowledge(Firearms) 4 ranks, Gunplay

Benefits: When weilding a firearm in each hand(ussually pistols), the penalties for fighting with two weapons are reduced by 2 for each hand.

Barrage [Firearm]
=================
Reqs: Knowledge(Firearms) 6 ranks, Gunplay, Ambidexterity, Two-Gun Fighting, Dex 15+, Base Attack Bonus +8

Bens: You may make a second off-hand attack with the firearm in that hand(ussually a pistol), but with a -5 penalty to the attack roll. This is functionally the same as Improved Two-Weapon Fighting.

Greater Barrage [Firearm]
=========================
Reqs: Knowledge(Firearms) 8 ranks, Gunplay, Ambidexterity, Barrage, Dex 15+, Base Attack Bonus +13

Bens: You may make a third attack with your off-hand firearm(ussually a pistol), but it suffers a -10 penalty to the attack roll.

Supreme Barrage [Firearm]
=========================
Reqs: Knowledge(Firearms) 10 ranks, Gunplay, Ambidexterity, Greater Barrage, Dex 15+, Base Attack Bonus +18

Bens: Youmay make a fourth attack with your off-hand firearm(ussually a pistol), but it suffers a -15 penalty to the attack roll.

Target Practice [Firearm]
=========================
Reqs: Knowledge(Firearms) 4 ranks, Gunplay, Point Blank Shot

Bens: You can attack inanimate objects with your firearm. You may also attempt to disarm an opponent as a full attack action(you get only one shot for the turn, and can only move 5ft.). For the purposes of a disarm attempt, you roll a damage roll against the opponents attack roll. Burster-type firearms cannot be used with this feat.
Normal: You cannot diarm with a ranged weapon, and you and your opponent make opposed attack rolls.

Agile Shooter [Firearm]
=======================
Reqs: Gunplay, Dodge

Bens: When using a pistol-type firearm, you do not suffer attacks of opportunity for attacking within a threatened space.
Normal: Ranged attacks incur attacks of opportunity.

Demolishion Shot [Firearm]
==========================
Reqs: Knowledge(Firearms) 8 ranks, Gunplay, Point Blank Shot, Target Practice, Wis 13+

Bens: When attacking an immobile inanimate object, you may choose to treat it as if it's hardness were 2 points lower or higher(ussually only higher in conjunction with Controlled Ricochet), with a minimum of 0 hardness.

Piercing Shot [Firearm]
=======================
Reqs: Knowledge(Firearms) 10 ranks, Gunplay, Point Blank Shot, Precise Shot, Base Attack Bonus +9

Bens: When you score a critical hit with a firearm against a target within your first range increment, there is a chance that the bullet may pass through the target and continue on. Make a second attack roll using all of the same modifiers as the one that scored the crit. If this roll would beat the target's AC, the bullet continues into the second range increment, and can hit any target in the same line of fire(the exact same line of fire).

Out of the Air [Firearm]
========================
Reqs: Knowledge(Firearms) 10 ranks, Gunplay, Lightning Reflexes

Bens: Once each round, when you are the target of a non-firearm ranged attack, you may make an attack against the projectile in an attempt to knock it off course. You make an attack roll opposed by an attack roll(this is not used to determine whether or not the item hits) by the attacker. The object gets a size modifier(daggers, bolts, and arrows are tiny, many thrown weapons are small or medium, and a few rare thrown weapons are of large size) to it's roll. If you win the opposed roll, the attack is completely deflected.

Improved Out of the Air [Firearm]
=================================
Reqs: Knowledge(Firearms) 20 ranks, Gunplay, Lightning Reflexes, Alertness, Out of the Air

Bens: As with Oout of the Air, except that you may attempt to deflect a ranged attack targeted at anyone within 30ft. of you. If you choose to try to deflect an attack at another character, and not one against yourself, you have a -4 circumstance penalty on the attack roll.

Rapid Reload [Firearm]
======================
Reqs: Knowledge(Firearms) 6 ranks, Gunplay

Bens: You can load firearms faster. Fully reloading a firearm takes only a standard action, while it is possible to load only half(or less) of a full load as a move action. Repeaters are in a special catagory, and their load time is reduced to 1 full round.
Normal: Standard Firearms take a full round to reload(or a standard action to half load), and Repeaters take 2 full rounds.

Instant Reload [Firearm]
========================
Reqs: Knowledge(Firearms) 10 ranks, Gunplay, Rapid Reload, Lightning Reflexes

Bens: Load times are even more reduced. Fully reloading or partially reloading a firearm takes a move action, and it is possible to load and chamber a single round as a free action(assuming that the weapon normally holds at least four rounds when full). Repeater loading time is cut to a standard action.
Normal: Standard Firearms take a full round to reload(or a standard action to half load), and Repeaters take 2 full rounds.

Quicker Than the Eye [Firearm]
==============================
Reqs: Knowledge(Firearms) 10 ranks, Gunplay, Quick Draw, Improved Initiative, Shoot From the Hip, Dex 15+

Bens: As with Shoot From the Hip, but if you choose to make the single attack at the begining of the first round, you may still roll initiative for and act in the first round normally. This initiative roll does not gain the benefits of Improved Initiave, and also suffers a -4 penalty.

Additional Feats
================

Effective Spread [Firearm]
--------------------------
Reqs: Knowledge(Firearms) 8 ranks, Gunplay, Point Blank Shot, Weapon Focus(Burster)

Bens: When attacking with a Burster-type firearm, you may choose to affect two tagets instead of one. Both must be within 5ft. of each other and within range/line of sight. You make two seperate attack rolls, one against each, and both suffer a -4 penalty. If you hit, roll damage normally (as if you targeted a single person), and divide the damage equally between the two (if there is an odd amount, you choose which target takes the extra point).

Improved Effective Spread [Firearm]
-----------------------------------
Reqs: Knowledge(Firearms) 12 ranks, Gunplay, Point Blank Shot, Effective Spread Weapon Focus(Burster)

Bens: As Effective Spread, but you take only a -2 penalty on the attack rolls when using this ability.


Costs:

Basic Costs*
================================================
Type Cost Ammo Type
------------------ ------------- ---------
(Pistols)
Slow Light Pistol 50gp. LPS
Fast Light Pistol 75gp. LPS
Slow Hand Pistol 100gp. LPS/HPS
Fast Hand Pistol 150gp. LPS/HPS
Slow Heavy Pistol 300gp. HPS
Fast Heavy Pistol 400gp. HPS
(Long-Barrels)**/$
Bolt Long-Barrel 400gp. LBS
Pump Long-Barrel 600gp. LBS
Heavy Barrel 600gp. LBS
(Bursters)$
Small Burster 250gp. LBurstS
Heavy Burster 350gp. HBusrtS
Chamber Burster 400gp. LBurstS
(Repeaters)**
Light Repeater 500gp. Belt+LR
Heavy Repeater 750gp. Belt+HR
Devastater(V.Rare) 1500gp. Belt+DR

(Pistol Ammo)
Light Shells(10) 10gp.
Heavy Shells(10) 20gp.
(Long-Barrel Ammo)
Shell(5) 10gp.
(Burster Ammo)
Light Shell(10) 20gp.
Heavy Shell(10) 30gp.
(Repeater Ammo)
Steel Ammo Belt 100gp.
Cloth Ammo Belts(5) 25gp.
Light Rounds(100 box) 200gp.
Heavy Rounds(100 box) 300gp.
Devestater Round(each) 5gp.

(Mundane Attachments)
Stand/Bipod 50gp.
Teloscopic Scope 200gp.

*: These are the prices for the Technological Region; prices are much higher elsewhere. In the Psionic region, these prices are doubled, but the weapons are widely available. In the Arcane region, these prices are multiplied by 10(x10), and are very hard to find. In the Divine region, the prices are one hundred times higher, and are impossible to find anywhere, unless one will purchase illegally. These multiplications also apply to any sort of enhancements that a firearm or its ammunition might bear. Obviously, this will put highly powerful firearms out of the reach of most poeple in most areas.
**: Can Accept Stand/Bipods.
$: Can accept Teloscopic Scopes.

Gunslinger Core Class (Alt. Fighter)
============================================
The firearm-wielding counterpart of the Fighter, the Gunslinger is a potent force to be feared. The questing knight, the conquering overlord, the king's champion, the elite foot soldier, the hardened mercenary, the bandit king-all fighter's wehn armed with the typical medival arms, such as sword, shield and armor, are instead Gunslingers when armed with a gun. They fit into almost any walk of life, and are well know throughout the world.

Adventures
----------
Most gunslingers see adventures, battles, and danger as undeniable parts of their job. If they didn't, then why take up the gun? Some are freelance mercenaries-hired guns-and others are champions of a cause or a country. Some protect the weak. Some protect the rich. For the gunslinger, everything is based on personal values. Many learn to love the thrills of a good shoot-out.

Characteristics
---------------
Like their name implies, the gunslingers are very skilled in the use of firearms in combat. They are typically fairly agile, because this aides in their accuracy, and thus do not learn to use armors, perfering to tough it out on their own. As a gunslinger gains experience in his art, he learns to do things with his guns that ordinary folk only dream of.

Alignment
---------
Like their fighter bretheren, the gunslingers are a very diverse group. There is no omnipresent force or idea that drives them. Lawful gunslingers may be akin to knights or paladins. Chaotic gunslingers are wild spirits who draw their guns at the slightest offence. Good gunslingers are respectable and generous, while Evil gunslingers are cruel and terrible.

Religion
--------
In this world(umm... don't have a name yet, as you can tell), technology is an aberation. The forces of the divine all follow the High Edict that technology is wrong, and so any who use such technology are at odds with the Gods and their followers. For the gunslinger, this conflict means that no true divine force will support his cause. He is alone in the universe. Even without Gods, though, the gunslinger still can takes up a code of principles to which he can adhere. He suffers from the Curse of the Divine, possibly much more so then any other characters.

Backgrond
---------
Gunslingers hail from all walks of life. However, they tend to be from a family where firearms were not only accesible, but used. Family lines of gunslingers are very common, and those with ancestral roots in gunslinging tend to fare better socially. Still, there is nothing to stop a young man from taking up the way of the gun. Many of the most famous gunslingers have come from humble backgrounds.

Races
-----
Whle it would seem that Elves would make natural gunslingers due to their natural agility, their ties to arcane and divine magic tend to be more than overpowering. Humans make up almost all of the gunslingers of the world, though a few dwarves and halflings have also made their fortunes by following the way of the gun. Gunlingers are rare among the brutal humanoids, simply because of the lack of available weaponry. There have been several well known and feared goblin and hobgoblin gunslingers.

Other Classes
-------------
Gunslingers get along with almost any class. They tend to be tolerant, and conflicts are ussually the fault of others. Although gunslingers understand the importance of Clerics to other classes, they are mostly at odds with their faith and condemnation of technology. Paladins are much worse, and many times an argument has been known to turn into open conflict at the drop of a hat. Natural divine casters such as Druids and Rangers tend to shy away from the gunslinger, and he may not be on the best of grounds with them.

Game Rule Information
======================
Gunslingers have the following game statistics.

Abilities
---------
Gunslingers must be agile and accurate to survive. Most have high dexterity for both the accuracy with firearms and the ability to dodge blows in the heat of battle. Constitution is important for a gunslinger who wnats to survive a few hits himself. Wisdom is important for those gunslingers who want to detect and hit opponents who are far away.

Alignment: Any.
Hit Die: d8.

Class Skills
------------
The gunslinger's class skills (and the key ability for each skill) are Appraise(Int), Balance(Dex), Climb(Str), Concentration(Con), Craft(Int), Jump(Str), Knowledge[Firearms](Int), Listen(Wis), Ride(Dex), Spot(Wis)

Skill Points at First Level: 4x(4+Int modifier)
Skill Points per level: 4+Int modifier

Class Features
==============
All of the following are the class fetures of the gunslinger.

Weapon and Armor Proficiency
----------------------------
As is implied by his title, the gunslinger is profficient with several types of guns. He is automatically proficient with Pistol-type firearms, and also with his choice of either Long-Barrels or Bursters. He is proficient with all simple weapons too. The gunslinger is proficient with light armor only but no type of shield.

Bonus Feats
-----------
At first level, the gunslinger gets a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to humans. The fighter gains an additional bonus feat at 2nd level and at every two levels thereafter (4th, 6th, 8th, etc.). These bonus feats must be drawn from the following list: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge(Mobility), Expertise, Firearm Proficiency, Improved Critical, Improved Initiative, Mounted Combat(Mounted Archery), Point Blank Shot(Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Quick Draw, Weapon Focus, and Weapon Specialization(After or at 4th level). He can also choose any Firearm feat for which he meets the prerequisites. The restriction on which feats he can choose does not apply to the feats normally gained by every character at every 3rd level.

Weapon Specialization
---------------------
The gunslinger, as a derivitive of the fighter class, has access to the Weapon Specialization feat after 4th level, jsut as a fighter does. This adds +2 to all damage rolls with the chosen weapon, but only out to 30ft. when using a ranged weapon. This may be chosen as a bonus or regular feat.

Starting Gold: 6d4 x 10.

Other Changes:
==============
The Gunslinger's high save is in Relfex, not Fortitude.

Well?
 
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Furn_Darkside

First Post
Shirt Guy John said:

It looks very nice- I will have to steal some of those feats for my campeign.

On one specific thing I love-

The Curse of the Divine: ..

Haha- are you the dm? Have you shown this to players? Are any of them willing to use a gun? I know I wouldn't if it was a pistol, but the other guns look nice.

I did something similar in my last campeign, but from a different direction. I made divine healing unable to heal wounds caused by guns.

I will try to make some better comments after some sleep. ;)

Good luck!
FD
 
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Shirt Guy John

First Post
Well, I guess I would be the DM, or will be, when the setting is complete. I was trying to figure out how to balance firearms/technology so that the modern weaponry doesn't throw the whole game out of whack. If anything, I see it as potentially as powerful as spells... though Psionics will readily work with it.

WHat about the feat type? This is potentially a first step in my quest to construct the pre-novel world of The Dark Tower series (Stephen King), and I am going to have an alternate fighter(different skills, High relf instead of Fort, and different set of bonus feats, focused on those listed or mentioned above).
 

Limper

First Post
Shirt Guy, Looks nice. I dont think its at all necessary to curse users of guns, I've intermixed guns and spells for years without any real problems... its never created a balance issue for me.

Now if you NEED to make a penalty for flavor reasons then... I suggest SR vs beneficial magics. Also to keep the spirit, have magic user's spoil tech items by a like amount... on both sides the more into your craft you are the less likely you can benefit from the art of the other.

Have you read Deadlands d20?
 

Shirt Guy John

First Post
Hmm... No I haven't read Deadlands, what is it?

Now as for the guns not being a balance problem, are you sure? I mean, I haven't play tested ^Anything^, but I would think that they could really screw things up, simply because they can beat Bow hands down, and those were the best ranged weapons.

ANd I don't quite get the comment of magic spoiling firearms... doesn't my way work both ways anyways (wow... confusing)

Oh wait! I get it! like reducing casting capabilities?

I should have mentioned that Knowledge(Firearms) checks are typically made to see if you can figure out how to load the gun in the first place. I see your point. In regard to the "regions" stated above, the Tech and Divine ones will have Gunslinger(Modded Fighter) and Cleric as umm... ?focussed?(not quite favored) classes, and the opposing class as a banned (mostly from a role-play perspective) class. Smae for Arcanists and Psions.
 

Limper

First Post
As long as you restrict (or aleast make it prohibitively expensive) enchanting guns... the bow has a place forever.

Truely I never had a problem with it. Never had an archer (lots of sword/weapon masters) but the world wasn't lesser for it. Guns and powder are expensive... fanshooting will blow through six shoots in six seconds give a speed loader to reload as a ME action and watch them mow through a bunch more. They eventualy dont shoot as much and use spells and reusable (or cheap) missles.

Knives, Hatchets these sorts of things are popular for backup. Any way I digress.

Ammo costs: If you keep bullets fairly costly and firearms themselves rather costly... you wont see any issues. Just try it for a while and adjust costs accordingly (campaign wise: shortages drive up prices) and you will quickly find equalibrium point.







Deadlands was a Gunslingers meets Cthulhu and undead in te old west/ age of steam setting. It has a lot of what you are proposing and it's what I've been using as a base for my Gun tech conversions.
 

Limper

First Post
This is a write up of a popular gun from my campaign... for example.

Dynamo Ogre Rifle.

Damage:4d8
Crit threat:19-20
Range: 200
magazine: 1
weight:45 lbs
cost: 4500 gps
cost per shot: 8gp shells (4 to a pound)
fire rate: slow (partial action)

20gps more for a monopod (firing stand)

Special: Recoil... this monster of a firearm pack enough kick that anything smaller than an Oger must make a DC20 fort save or take d6 damage per shot (if the save is made then it's subdual damage)... this of course aplies when not using the stand for medium creature's. Less than medium just cant effectively use the ogre rifle.


And it still works fine.
 

Kweezil

Caffeinated Reprobate
As someone who uses firearms in D&D, I thought I'd add my 2 cents (and yoink those nice firearms-related feats :)). IMC, firearms have reached the equivalent of the mid-to-late 19th century with revolvers and lever action rifles (no-one has developed a bolt action or magazine system yet), using the d20 CoC rules. The restriction on firearms is the material they have to be made from, a mithril-steel alloy that the dwarves are loath to give up the secret to, is prohibitivly expensive anyway (500+gp/lb), and almost impossible to properly enchant (reasons unknown, presumably due to some part of the alloying and tempering process). As such, firearms are largely treated rather like katanas among samurai - rare and special weapons that are passed down a family line and are seen as a sign of the skill and prowess of the gunman.

From my campaignbackground "To the east of the Spine of the World, firearms have found widespread use. Any lord of any note maintains a small cadre of riflemen to support his troops and cannon are almost as common a sight on warships and fortifications as ballistae or arbalests. The rarity of firearms has lead to them being something of a status symbol across the plains. Guns are often passed down from father to son among the families of trained riflemen. Nobility and up-and-comers wear pistols at their belts, opposite their blades, to claim a link to the elite rifle cadres and to show their own wealth. Firearms of all kinds are often highly decorated with fine metals and engravings as fine as the best swords."
 

Furn_Darkside

First Post
Shirt Guy John said:
I was trying to figure out how to balance firearms/technology so that the modern weaponry doesn't throw the whole game out of whack.

Hmm, ok, that is an interesting way to go about it. I always try to balance them with bows.

My only thought is that at low levels (pre-10) the gun slinger may be equal or greater then the spell slinger, but at high level- especially with the curse building up- the gunslinger is going to get slaughtered. One high level divine attack spell is going to floor them.

This is going to be hard to see until you play it out. Will you allow a party to contain a priest and a gunslinger?


WHat about the feat type? This is potentially a first step in my quest to construct the pre-novel world of The Dark Tower series (Stephen King), and I am going to have an alternate fighter(different skills, High relf instead of Fort, and different set of bonus feats, focused on those listed or mentioned above).

The feat type and new class sound appropriate to me. I would like to see what you design for a class.

Some particular thoughts-
Gunplay [Firearm]

I would allow the character to use perform (Gunplay) in place of the Intimidate skill for the sake of intimidation checks.

True Shot [Firearm]

While subtracting from damage to add to hit makes some sense with melee weapons, I don't think it makes as much sense with a gun. After all, the more precise- the more damage it is going to do.

How about every succesful round they do nothing but concentrate (dc = hd of target) on a target, they get a +1 to hit the target. They can only have up to their BAB in bonuses.

This makes the high-noon showdown an option- both gunslingers eye'ng each other- waiting for enough time to pass until they are sure to have a sure shot. Especially with the Shoot-From-The-Hip feat in play- it could be pretty exciting.

The rest looks very good. nice work.

FD

Edit: Heh, had another idea. Treat attacks from guns as +5 magical attacks for the purpose of overcoming damage reduction on outsiders. Give the divine a reason for fearing/hating technology.

Or, make it bane against all outsides.
 
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Shirt Guy John

First Post
Furn_Darkside said:
Hmm, ok, that is an interesting way to go about it. I always try to balance them with bows.


I am balancing them with bows, but mostly for pricing (See below).


My only thought is that at low levels (pre-10) the gun slinger may be equal or greater then the spell slinger, but at high level- especially with the curse building up- the gunslinger is going to get slaughtered. One high level divine attack spell is going to floor them.

Yes, the curse does seem to get massively out of hand at high levels... hell, at most levels. I have been thinking about re-vamping the whole thing. I'll get to work on that.

This is going to be hard to see until you play it out. Will you allow a party to contain a priest and a gunslinger?

Ummm..... I realy don't know. I would assume that once he gets out inot the real world, the Gunslinger would be much more tolerant of a priest. They're not going to be the greatest of friends, but that would be it.

I would allow the character to use perform (Gunplay) in place of the Intimidate skill for the sake of intimidation checks.

I had originally planned on having something along these lines in there, but I justed passed it by. D'oh!

While subtracting from damage to add to hit makes some sense with melee weapons, I don't think it makes as much sense with a gun. After all, the more precise- the more damage it is going to do.

How about every succesful round they do nothing but concentrate (dc = hd of target) on a target, they get a +1 to hit the target. They can only have up to their BAB in bonuses.

This makes the high-noon showdown an option- both gunslingers eye'ng each other- waiting for enough time to pass until they are sure to have a sure shot. Especially with the Shoot-From-The-Hip feat in play- it could be pretty exciting.

I like this :D. Thankee-Sai.

The rest looks very good. nice work.

Thanks FD.

As Firearms can be magically enchanted(not f#@king likely), or more commonly, Psionically enhanced, I don't think that an innate magical quality is neccessary.

Updates:
*I've posted prices in the first one (trying to keep everything in one place)
*I've added the "Gunplay" change propossed by FD. Go FD!
 

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