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Community
General Tabletop Discussion
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Alternate firearms rules (input needed)
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<blockquote data-quote="Tonguez" data-source="post: 9825519" data-attributes="member: 1125"><p>I really like the direction you're going with this, it really does give firearms a distinctive feel in the game and if youre trying to emulate <strong>matchlock arquebuss/early flintlock blunderbuss </strong>as "one decisive shot per fight" shock and awe weapons then the reload on a short rest is great</p><p>(its too slow if youre wanting to allow a bit more gunslinger style but that brings up a whole different set of issues).</p><p></p><p>Also just noting that by making it insta-damange v Dex save</p><ul> <li data-xf-list-type="ul">You bypass AC entirely - this is huge, do you want that?</li> <li data-xf-list-type="ul">High-AC, low-Dex monsters (knights, constructs, Bullettes, Tarrasque) are going to get hammered</li> <li data-xf-list-type="ul">Whereas High Dex rogues, monks, goblins, displacer beasts and dragons giggle as they flip through the gunsmoke.</li> </ul><p>That could be a fun outcome if thats your intention</p><p></p><p><strong>Now Damage is high but fine</strong> <u><strong><em>IF</em></strong></u> it is balanced by the slow reload (once per short rest)</p><p>but if you add your Rapid Fire feat you turn your fun weapon into a bonus action nuke - at level 1 a fighter using a rapid fire Musket gets main action, bonus action and reaction shots off at 2d12 - thats potentially 72 damage in one round of combat at first level!</p><p></p><p><strong>Fix</strong>: Make Firearm Use explicitly an Attack Action "<em>When you take the Attack action, you may replace one attack with firing a loaded firearm</em>"</p><p>that helps maintain action economy and gives martials a useful combo instead of overriding other weapon choices</p><p></p><p>If you want to differentiate Gun tech then Reload time is your go to</p><p>Matchlock - reload on a short rest (one shot use)</p><p>Flintlock - 3 actions to reload (slow, use feats to improve)</p><p>Caplock - bonus action reload (real gunslinging), but needs lesser damage to balance</p></blockquote><p></p>
[QUOTE="Tonguez, post: 9825519, member: 1125"] I really like the direction you're going with this, it really does give firearms a distinctive feel in the game and if youre trying to emulate [B]matchlock arquebuss/early flintlock blunderbuss [/B]as "one decisive shot per fight" shock and awe weapons then the reload on a short rest is great (its too slow if youre wanting to allow a bit more gunslinger style but that brings up a whole different set of issues). Also just noting that by making it insta-damange v Dex save [LIST] [*]You bypass AC entirely - this is huge, do you want that? [*]High-AC, low-Dex monsters (knights, constructs, Bullettes, Tarrasque) are going to get hammered [*]Whereas High Dex rogues, monks, goblins, displacer beasts and dragons giggle as they flip through the gunsmoke. [/LIST] That could be a fun outcome if thats your intention [B]Now Damage is high but fine[/B] [U][B][I]IF[/I][/B][/U] it is balanced by the slow reload (once per short rest) but if you add your Rapid Fire feat you turn your fun weapon into a bonus action nuke - at level 1 a fighter using a rapid fire Musket gets main action, bonus action and reaction shots off at 2d12 - thats potentially 72 damage in one round of combat at first level! [B]Fix[/B]: Make Firearm Use explicitly an Attack Action "[I]When you take the Attack action, you may replace one attack with firing a loaded firearm[/I]" that helps maintain action economy and gives martials a useful combo instead of overriding other weapon choices If you want to differentiate Gun tech then Reload time is your go to Matchlock - reload on a short rest (one shot use) Flintlock - 3 actions to reload (slow, use feats to improve) Caplock - bonus action reload (real gunslinging), but needs lesser damage to balance [/QUOTE]
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