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Alternate firearms rules (input needed)
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<blockquote data-quote="Laurefindel" data-source="post: 9825293" data-attributes="member: 67296"><p>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.</p><p></p><p>Spirit of the new rule</p><p>- Firearms deal automatic damage with a saving throw instead of requiring an attack roll (like many spells).</p><p></p><p>Design goals:</p><ul> <li data-xf-list-type="ul">Differentiate firearms from crossbows.</li> <li data-xf-list-type="ul">Provide martial characters with automatic and save-for-half damage options.</li> <li data-xf-list-type="ul">Conceptually, these early firearms are deadly but more is left to chance and agility of the target than the skill of its user.</li> <li data-xf-list-type="ul">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.</li> </ul><p></p><p><strong><span style="color: rgb(184, 49, 47)"><span style="font-size: 18px">Musket</span></span></strong></p><p>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.</p><p>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.</p><p><strong>Damage Upgrade.</strong> The damage increases by 1d12 when you reach levels 5 (3d12), 11 (4d12), and 17 (5d12).</p><p></p><p><strong><span style="color: rgb(184, 49, 47)"><span style="font-size: 18px">Pistol</span></span></strong></p><p>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.</p><p>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.</p><p><strong>Damage Upgrade.</strong> The damage increases by 1d10 when you reach levels 5 (3d10), 11 (4d10), and 17 (5d10).</p><p></p><p><strong><span style="color: rgb(184, 49, 47)"><span style="font-size: 18px">Proficiency with Firearms</span></span></strong></p><p>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.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)"><span style="font-size: 18px">Firearm Master</span></span></strong></p><p><em>General Feat (Prerequisite: Level 4+)</em></p><p>You gain the following benefits</p><p><em><strong>Ability Score Increase. </strong></em>Increase your Dexterity or Wisdom score by 1, to a maximum of 20.</p><p><em><strong>Rapid Fire.</strong></em> You can draw and fire a loaded musket or pistol as an Action, a Bonus Action, or a Reaction.</p><p><em><strong>Rapid Reload.</strong></em> You can use a Bonus Action to reload a musket or pistol if no enemy creature are within 5 feet of you.</p><p></p><p><strong><span style="color: rgb(184, 49, 47)"><span style="font-size: 18px">Firearm Fighting</span></span></strong></p><p><em>Fighting Style Feat (Prerequisite: Fighting Style Feature)</em></p><p>The DC to resist your musket and pistol attacks increases by 2.</p><p></p><p>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.</p><p></p><p>Now for questions:</p><p>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?</p></blockquote><p></p>
[QUOTE="Laurefindel, post: 9825293, member: 67296"] 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: [LIST] [*]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. [/LIST] [B][COLOR=rgb(184, 49, 47)][SIZE=5]Musket[/SIZE][/COLOR][/B] 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. [B]Damage Upgrade.[/B] The damage increases by 1d12 when you reach levels 5 (3d12), 11 (4d12), and 17 (5d12). [B][COLOR=rgb(184, 49, 47)][SIZE=5]Pistol[/SIZE][/COLOR][/B] 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. [B]Damage Upgrade.[/B] The damage increases by 1d10 when you reach levels 5 (3d10), 11 (4d10), and 17 (5d10). [B][COLOR=rgb(184, 49, 47)][SIZE=5]Proficiency with Firearms[/SIZE][/COLOR][/B] 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. [B][COLOR=rgb(184, 49, 47)][SIZE=5]Firearm Master[/SIZE][/COLOR][/B] [I]General Feat (Prerequisite: Level 4+)[/I] You gain the following benefits [I][B]Ability Score Increase. [/B][/I]Increase your Dexterity or Wisdom score by 1, to a maximum of 20. [I][B]Rapid Fire.[/B][/I] You can draw and fire a loaded musket or pistol as an Action, a Bonus Action, or a Reaction. [I][B]Rapid Reload.[/B][/I] You can use a Bonus Action to reload a musket or pistol if no enemy creature are within 5 feet of you. [B][COLOR=rgb(184, 49, 47)][SIZE=5]Firearm Fighting[/SIZE][/COLOR][/B] [I]Fighting Style Feat (Prerequisite: Fighting Style Feature)[/I] 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? [/QUOTE]
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