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<blockquote data-quote="humble minion" data-source="post: 8307873" data-attributes="member: 5948"><p>Something I've been messing around (again, focusing on a Napoleonic-era tech level) is differentiating guns from bows by making bows the fast-firing, lower-impact weapon while guns fired less often but hit harder.</p><p></p><p>I haven't come up with a complete solution i'm happy with yet, but the rough ideas I was exploring:</p><ul> <li data-xf-list-type="ul">guns get +1d4 to hit vs targets wearing medium or heavy armour, or using a shield. There is some VERY expensive 'proofed' suits of full plate, half-plate, or breastplate that negate this quality</li> <li data-xf-list-type="ul">guns do damage 1 dice size higher than a comparable crossbow, and they have a longer range than either bows or crossbows. In this time period, guns are just plain better than bows/crossbows and I don't mind the stats reflecting that.</li> <li data-xf-list-type="ul">guns can not be used with Extra Attack. Instead, if you have Extra Attack, when using a gun you make a single attack but the damage from that attack is multiplied by the number of attacks you would otherwise have been able to make. And this includes ability bonuses to damage, magical bonuses to damage, sneak attack, Sharpshooter, etc etc. Creatures/NPCs using firearms with Multiattack would benefit from the same effect.</li> <li data-xf-list-type="ul">you get disadvantage to stealth in a round when you fired a firearm (loud!)</li> <li data-xf-list-type="ul">guns have a minimum Str score that a firer must meet or have disadvantage on the attack roll due to recoil, and this score increases for the bigger, higher-damage firearms. Elephant guns require Str 15, for instance (analogous to full plate in terms of rarity and the physical demands of use)</li> </ul><p></p><p>The idea was to make armour less attractive but still relevant in the right circumstances (ie, close combat in a cramped dungeon). Also, make Str not-irrelevant, and make guns seem legitimately dangerous even as you advance in level because with the high single-shot damage, enemies with multiattack and especially criticals become genuinely scary because they can deal massive damage with one shot if they only get a bit lucky. </p><p></p><p>What I really got stuck on was how the special Extra Attack rules above interacted with additional attacks made as a bonus action or reaction, due to dual wielding, battlemaster maneuvers, special kensai ranged weapon rules etc etc. There's a lot of special cases like this in 5e. I'd need to playtest, to be honest. Possibly I'd require the use of a bonus action to reload, or say that reloading provoked an attack of opportunity, or even that reloading replaced movement? Maybe at the trade-off of bumping up the damage one dice size higher? The dynamic i'm trying to create is that guns are a slow-firing 'preparatory' weapon, as they generally were in the time period i'm looking at. You shoot them off, reload them and fire again if you have time, but if your enemy makes it in close you eventually discard the gun for a melee weapon because reloading in close quarters is just too slow. Of course then you'd get PCs running around carrying 27 loaded horsepistols all the time so they never have to reload in combat, but PCs are gonna PC sometimes...</p></blockquote><p></p>
[QUOTE="humble minion, post: 8307873, member: 5948"] Something I've been messing around (again, focusing on a Napoleonic-era tech level) is differentiating guns from bows by making bows the fast-firing, lower-impact weapon while guns fired less often but hit harder. I haven't come up with a complete solution i'm happy with yet, but the rough ideas I was exploring: [LIST] [*]guns get +1d4 to hit vs targets wearing medium or heavy armour, or using a shield. There is some VERY expensive 'proofed' suits of full plate, half-plate, or breastplate that negate this quality [*]guns do damage 1 dice size higher than a comparable crossbow, and they have a longer range than either bows or crossbows. In this time period, guns are just plain better than bows/crossbows and I don't mind the stats reflecting that. [*]guns can not be used with Extra Attack. Instead, if you have Extra Attack, when using a gun you make a single attack but the damage from that attack is multiplied by the number of attacks you would otherwise have been able to make. And this includes ability bonuses to damage, magical bonuses to damage, sneak attack, Sharpshooter, etc etc. Creatures/NPCs using firearms with Multiattack would benefit from the same effect. [*]you get disadvantage to stealth in a round when you fired a firearm (loud!) [*]guns have a minimum Str score that a firer must meet or have disadvantage on the attack roll due to recoil, and this score increases for the bigger, higher-damage firearms. Elephant guns require Str 15, for instance (analogous to full plate in terms of rarity and the physical demands of use) [/LIST] The idea was to make armour less attractive but still relevant in the right circumstances (ie, close combat in a cramped dungeon). Also, make Str not-irrelevant, and make guns seem legitimately dangerous even as you advance in level because with the high single-shot damage, enemies with multiattack and especially criticals become genuinely scary because they can deal massive damage with one shot if they only get a bit lucky. What I really got stuck on was how the special Extra Attack rules above interacted with additional attacks made as a bonus action or reaction, due to dual wielding, battlemaster maneuvers, special kensai ranged weapon rules etc etc. There's a lot of special cases like this in 5e. I'd need to playtest, to be honest. Possibly I'd require the use of a bonus action to reload, or say that reloading provoked an attack of opportunity, or even that reloading replaced movement? Maybe at the trade-off of bumping up the damage one dice size higher? The dynamic i'm trying to create is that guns are a slow-firing 'preparatory' weapon, as they generally were in the time period i'm looking at. You shoot them off, reload them and fire again if you have time, but if your enemy makes it in close you eventually discard the gun for a melee weapon because reloading in close quarters is just too slow. Of course then you'd get PCs running around carrying 27 loaded horsepistols all the time so they never have to reload in combat, but PCs are gonna PC sometimes... [/QUOTE]
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