D&D 5E Thoughts on Divorcing D&D From [EDIT: Medievalishness], Mechanically Speaking.

For close combat weapons, training is paramount. Guns are equalizers. Even the poorest trained soldier can kill easily.
"God made man, but Sam Colt made him equal", as the saying goes.
...well, okay, usually it's "them" and not "him", but i just think that "him" flows better, okay?
Unfortunately, we tend to carry our deeply ingrained awe for combat prowess into the era of modern firearms and imagine gun-fu master characters like John Wick. No such thing.
i mean...no reason it can't in d&d. but that'd be more class features and feats then proficiency anyway.
 

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I'm doing a small adaptation of Masque of the Red Death using 5e because I want to run a Victorian era style game. I'm bringing in their rules for guns which all use d6s and all have exploding dice so that if you roll a 6, roll again and add it to the total. You can use different actions with guns if their number of rounds allow it, aimed shot, rapid shot, blind fire. Goes from 1 attack to 2 attacks to 3 (or 4, think in the original you could use all your ammo). Rapid and blind fire have penalties making you less likely to hit.

I won't be making use of armour, instead you have defence of 11 + dexterity. This goes up as you level. Certain talents can improve your defence (I'm going classless) like accomplished acrobat which gives you a bonus if you move at least 10 feet.
 

I'm doing a small adaptation of Masque of the Red Death using 5e because I want to run a Victorian era style game. I'm bringing in their rules for guns which all use d6s and all have exploding dice so that if you roll a 6, roll again and add it to the total. You can use different actions with guns if their number of rounds allow it, aimed shot, rapid shot, blind fire. Goes from 1 attack to 2 attacks to 3 (or 4, think in the original you could use all your ammo). Rapid and blind fire have penalties making you less likely to hit.

I won't be making use of armour, instead you have defence of 11 + dexterity. This goes up as you level. Certain talents can improve your defence (I'm going classless) like accomplished acrobat which gives you a bonus if you move at least 10 feet.
Always love to hear that Masque lives on!
 

I'm doing a small adaptation of Masque of the Red Death using 5e because I want to run a Victorian era style game. I'm bringing in their rules for guns which all use d6s and all have exploding dice so that if you roll a 6, roll again and add it to the total. You can use different actions with guns if their number of rounds allow it, aimed shot, rapid shot, blind fire. Goes from 1 attack to 2 attacks to 3 (or 4, think in the original you could use all your ammo). Rapid and blind fire have penalties making you less likely to hit.

I won't be making use of armour, instead you have defence of 11 + dexterity. This goes up as you level. Certain talents can improve your defence (I'm going classless) like accomplished acrobat which gives you a bonus if you move at least 10 feet.
To be fair, Savage Worlds handles firearms pretty well, with a highly adaptable injury system.

Most SWADE characters have a “toughness” score of around 6 (4-8), plus bonuses from armor and edges (the SW version of feats). Exceed the threshold and you are shaken, each raise (+4) inflicts a wound. By default, extras are incapacitated (drop) if they take one wound, Wild Cards (like PCs) can absorb up to 3, and drop on a 4th.

Porting it to D&D is almost trivial, as you could simply give characters a toughness equal to half their CON score (4-10), and simply switch to the SWADE wound system.
 

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