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Alternate firearms rules (input needed)
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<blockquote data-quote="Tormyr" data-source="post: 9825601" data-attributes="member: 6776887"><p>So anyone can do one big shot once per encounter, but someone trained with the feat can fire every other turn. I would suggest having the feat both add a damage die and make reloading an action. That would allow a level 1-4 character to keep up with a firearm as a primary weapon. Then you just have to figure out damage scaling to fit in DPR at higher levels.</p><p></p><p></p><p></p><p>In my opinion, removing the long range penalty is running counter to your design goal of simulating an inaccurate weapon. With a long range built into the weapon, one of the ways of simulating the earlier technology is by making the early pistol range (20/60 ft.) instead of (30/90 ft).</p><p></p><p></p><p></p><p>Another way to make firearms more punchy would be to add Proficiency Bonus to the damage. It still doesn't fix the scaling though. I feel like that requires going one of two directions:</p><ul> <li data-xf-list-type="ul">Go back to making a firearm an attack roll with a firearm-unique boost to damage.</li> <li data-xf-list-type="ul">Use the entirety of the action (not able to be shared like a cantrip) and use a damage progression such as cantrip-style progression or roll PBdX damage dice.</li> </ul><p></p><p></p><p></p><p>Looking at different character builds:</p><ul> <li data-xf-list-type="ul">Why would a player choose this version of firearms over other alternatives for their PC?</li> <li data-xf-list-type="ul">Can a player do the same thing better with existing rules?</li> <li data-xf-list-type="ul">Is this version of a firearm so powerful that it is too their disadvantage not to choose it?</li> </ul><p>The basic firearm as proposed feels like a bit of power creep by giving everyone an extra punch at the start of an encounter. That is not necessarily bad if the bad guys can do it to, but this will be especially dangerous for low-level PCs. They can't make a Dex saving throw if they are unconscious (being prone doesn't help in this case), and a single high roll at 0 hit points could insta-kill a PC (which is easier to do if firearms just let a creature roll more damage than other weapons).</p><p></p><p></p><p></p><p>I feel like the lack of attack rolls is holding this version of firearms back because of its lack of integration with class features (and possible difficulty of staying relevant at higher levels).</p></blockquote><p></p>
[QUOTE="Tormyr, post: 9825601, member: 6776887"] So anyone can do one big shot once per encounter, but someone trained with the feat can fire every other turn. I would suggest having the feat both add a damage die and make reloading an action. That would allow a level 1-4 character to keep up with a firearm as a primary weapon. Then you just have to figure out damage scaling to fit in DPR at higher levels. In my opinion, removing the long range penalty is running counter to your design goal of simulating an inaccurate weapon. With a long range built into the weapon, one of the ways of simulating the earlier technology is by making the early pistol range (20/60 ft.) instead of (30/90 ft). Another way to make firearms more punchy would be to add Proficiency Bonus to the damage. It still doesn't fix the scaling though. I feel like that requires going one of two directions: [LIST] [*]Go back to making a firearm an attack roll with a firearm-unique boost to damage. [*]Use the entirety of the action (not able to be shared like a cantrip) and use a damage progression such as cantrip-style progression or roll PBdX damage dice. [/LIST] Looking at different character builds: [LIST] [*]Why would a player choose this version of firearms over other alternatives for their PC? [*]Can a player do the same thing better with existing rules? [*]Is this version of a firearm so powerful that it is too their disadvantage not to choose it? [/LIST] The basic firearm as proposed feels like a bit of power creep by giving everyone an extra punch at the start of an encounter. That is not necessarily bad if the bad guys can do it to, but this will be especially dangerous for low-level PCs. They can't make a Dex saving throw if they are unconscious (being prone doesn't help in this case), and a single high roll at 0 hit points could insta-kill a PC (which is easier to do if firearms just let a creature roll more damage than other weapons). I feel like the lack of attack rolls is holding this version of firearms back because of its lack of integration with class features (and possible difficulty of staying relevant at higher levels). [/QUOTE]
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