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D&D 5E Firearms, Explosives and You

I run an gnome alchemist esentially as a homebrew grenadier and he is awesome:). I agree though, reduce damage and the magic/ballistics AC thing.

And yeah who cares about the wizard bomber? Wizards are already encroaching on the rogues turf, so a bit of the same is good for 'balance'
 

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I approve of guns emasculating wizards.
That really relies on called shots and accurate aiming! And everyone knows that eunuch sorcerers are more dangerous than regular wizards. Think this through.

Expect spells like "Mordenkainen's Competent Codpiece" if the tactic becomes common.
 




I thought the damage was much too high. Is getting shot by a pistol really that much worse than being cleft by a friggin' longsword?
 

I think ignoring Armor is probably the best idea and leaving damage a bit lower.

as far as alien tech... I think its fine to be deadly

btw firearms are optional and not mandatory to be put in a game because players want it.

They tossed it in there because it harkens back to AD&D DMG and there is a tech/fantasy crossover is vogue this year.
 

I thought the damage was much too high. Is getting shot by a pistol really that much worse than being cleft by a friggin' longsword?

Problem is the D&D combat system does not model the advantages and disadvantages of firearms very well (especially when they simplified weapon types and proficiencies). Also the combat system is generally bad for ranged weapons (low ranges + HP bloat). To make firearms any different or even desirable over crossbows they need to increase the damage as this is the only value they can safely modify without breaking something (like with ignoring armor).
 

I use primitive firearms in my campaign. They do a decent amount of damage but require a couple rounds to load. It balances them out fairly well.
 

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