D&D General Alternate firearms rules (input needed)

Is that better then dodging magical lightning bolts?

Dex save should in theory also represent a general shiftiness. When you remember that taking turns is just an abstraction and nobody is just standing around, that Dex save is easier to picture as the person is moving and is harder to target.
I get where you're coming from - ducking and covering is ducking and covering - but I kind of DO feel like it's more inappropriate feeling for bullets than it is for spells (lightning included).

It's not particularly less logical, but the feeling is different.
 
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Are you intending for the Rogue to be able to use Evasion to dodge bullets? If you want Martials to do it better, you might want to consider making the save Constitution instead of Dexterity.
 

few things about firearms in D&D:

1. They are simple weapons. Anyone can be trained in basics of firearm in few minutes.
Then comes practice to improve your aim and muscle memory for reload speed.

2. Reload for playability should not be Longer than 1 Action, so you can attack every other round.

3. Removing dice rolling from players is bad, this needs to stay as attack roll, rolling attacks is fun.
(Hell, I would go back to 4E idea and make everything an attack and several types of defense.)


Reload should be also done instead of one attack from Attack action if you have Extra attack feature.
I like the faster reload feat as Bonus action.
you can use both,
Then if you have extra attack feature, you can attack twice on round 1 and once on round 2, then again twice on round 3 and so forth.
 

I like the direction you are going, because it really does create it's own niche for the weapons.

That said, we have historical records of people with a brace of pistols, firing one then grabbing the next and the next. I think the short/long rest requirement sort of forces that sort of play on anyone who is willing to invest in the feats (or proficiency if they don't have it). I think this may be too conceptually limiting, and just purchasing more (assuming they are purchasable) and restocking loaded ones from the ubiquitous bag of holding between encounters gets around the rest requirement as a limitation. I'd make it a simple 1 or 5 minute process. You're already breaking convention to do something interesting, make them effectively "per encounter" if you want.

Damage looks good to me, because you are not adding an ability score to it.

Firing a pistol in each hand is a genre staple in genres with with firearms, I'd think of a way to allow that. The goal isn't just to be balanced, or even interesting, it needs to be those and also support the feel/theme/genre you are going for.

I might overload some other feats instead of creating just new ones. Either by specifying the type of action it is so it overlaps, or just adding to certain feats. (BTW, was this intended to be used with 2014 or 2024?)
 



I've decided to give firearms a try (conceptually) for one of my homebrewed and intend to be be implementing an idea I had a few years ago, but i would appreciate a critical eye, especially regarding damage and/or complexity of the said rules.

Spirit of the new rule
- Firearms deal automatic damage with a saving throw instead of requiring an attack roll (like many spells).

Design goals:
  • Differentiate firearms from crossbows.
  • Provide martial characters with automatic and save-for-half damage options.
  • Conceptually, these early firearms are deadly but more is left to chance and agility of the target than the skill of its user.
  • I aiming for high damage, low rate of fire, already hinted by the loading quality of muskets and pistols (preventing automatic damage from happening too often). A firearm should be like a 1st or 2nd level spells, not a cantrip.

Musket
As an action, you fire the loaded musket at a target within 120 feet. The target makes a Dexterity saving throw (DC 8 plus your Dexterity modifier and proficiency bonus), taking 2d12 on a failed save or half as much on a successful one. If the target is beyond 40 feet of you, the target takes no damage on a successful save.
If the target fails the saving throw, its Speed is also reduced by 10 feet until the start of your next turn. You can reload your musket when you take a Short or Long rest, and you must have both hands free to fire it.
Damage Upgrade. The damage increases by 1d12 when you reach levels 5 (3d12), 11 (4d12), and 17 (5d12).

Pistol
As an action, you fire the loaded pistol at a target within 90 feet. The target makes a Dexterity saving throw (DC 8 plus your Dexterity modifier and proficiency bonus), taking 2d10 on a failed save or half as much on a successful one. If the target is beyond 30 feet of you, the target takes no damage on a successful save.
If the target fails the saving throw, you have Advantage on your next attack roll against the creature before the end of your next round. You can reload your pistol when you take a Short or Long rest, and you must have at least one hand free to fire it.
Damage Upgrade. The damage increases by 1d10 when you reach levels 5 (3d10), 11 (4d10), and 17 (5d10).

Proficiency with Firearms
Anyone can wield a musket or a pistol, but you must have proficiency with firearms to add your Proficiency Bonus to the DC of your saving throw and to load a new ammunition in the weapon.

Firearm Master
General Feat (Prerequisite: Level 4+)
You gain the following benefits
Ability Score Increase. Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
Rapid Fire. You can draw and fire a loaded musket or pistol as an Action, a Bonus Action, or a Reaction.
Rapid Reload. You can use a Bonus Action to reload a musket or pistol if no enemy creature are within 5 feet of you.

Firearm Fighting
Fighting Style Feat (Prerequisite: Fighting Style Feature)
The DC to resist your musket and pistol attacks increases by 2.

I also have ideas for dedicated Pistolier and Musketeer feats, allowing a musket to be used like a quarterstaff or spear in melee, imposing disadvantage on the Dexterity save, fire two pistols in the same round, etc.

Now for questions:
Is damage too high? Should it be 1d12/1d10 plus Dexterity modifier instead? Does automatic damage equate the possibility of higher damage on a crit? Should it use a standardized spell format, considering firearms a magic item/spells (which conveniently comes with a bunch of specific rules). Is the upgraded damage appropriate? Should upgraded damage instead consume attacks and/or sneak attack dice? Comments/opinions?
My first question is - what if the players want to load and carry around 10 pistols? Unless we can feasibly limit that then nothing else matters except the damage they do. Also, would this not function with extra attack, ie draw a new pistol after each attack?
 

I get where you're coming from - ducking and covering is ducking and covering - but I kind of DO feel like it's more inappropriate feeling for bullets than it is for spells (lightning included).

It's not particularly less logical, but the feeling is different.
I like the idea of goblins diving into cover, Jack Sparrow making a lucky duck and spin or Batman stalking through the shadows all being harder to hit by a wild bullet than the big brute or armoured knight who stands there and absorbs the blast.

Dex bullet evasion works for me
 

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