Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Dungeons & Dragons
Alternate firearms rules (input needed)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Sorinth" data-source="post: 9825797" data-attributes="member: 7050650"><p>I'm a fan of having gunpowder be Dex saves, and I even think the save DC should be set by the gunsmith and not the wielder. And although I understand the historic complaints about armour piercing being exaggerated, there's plenty of D&D weapons that are based on the fantasy of the weapon and not the historical accurate way they were used. IRL you don't use strength to beatdown your opponent with a greatsword, but that's still how D&D does it, and frankly it's right to do it that way because it's still fantasy.</p><p></p><p>By going with Dex saves, especially a fixed value, it fits the idea that it's a weapon you can equip commoner's with and train them up quickly into an effective fighting unit and not a weapon that is about individual skill of the wielder. However this typically should mean the weapon is basically not meant for the PCs since PCs are all about individual skill. Obviously players can use them, but if the action economy sucks and there's no feats/subclass features that fix it then most players won't use them.</p><p></p><p>Naturally if the players aren't the ones who are going to use them then what's the point? My answer for this is that it has a very big setting impact, because their power comes from massed volleys. And that means there's a big change to the typical power dynamic. In the past the world needed heroes like the PCs because they were the only ones who could deal with a rampaging dragon. But in a world of firearms, you mass a few hundred militia and that dragon is going down, so who needs adventurers to deal with monsters?</p><p></p><p>Being part of a dying breed of combatant has a lot real world inspiration to draw from and isn't typical, so should feel fresh. And of course during the campaign the players will show that heroes are still needed even in this new age of science and guns.</p><p></p><p>Now having said all that if you do want it to be PC wielders then my suggestion would be write the weapon such that when making an attack with a firearm only one no matter how many extra attacks you get, but scale the number of damage dice based on those extra attacks and have an exploding dice mechanic. So for example, if it starts at 2d6, and gains an extra 2d6 for each extra attack and whenever you roll a 6, you add an additional d6 which can also then explode. For feats/class featurs/magic enchantments beyond typical extra damage, or riders that you add, having a focus on dice manipulation like re-rolling 1s &2s, or lowering the exploding die so that it's say 5 & 6 that explode, can bring out the fun of chasing that higher and higher damage totals. Effectively the player is trading multiple low damage attacks for one high damage save, this is typically a bad trade to make so don't be too scared to let the damage really get pumped upwards.</p></blockquote><p></p>
[QUOTE="Sorinth, post: 9825797, member: 7050650"] I'm a fan of having gunpowder be Dex saves, and I even think the save DC should be set by the gunsmith and not the wielder. And although I understand the historic complaints about armour piercing being exaggerated, there's plenty of D&D weapons that are based on the fantasy of the weapon and not the historical accurate way they were used. IRL you don't use strength to beatdown your opponent with a greatsword, but that's still how D&D does it, and frankly it's right to do it that way because it's still fantasy. By going with Dex saves, especially a fixed value, it fits the idea that it's a weapon you can equip commoner's with and train them up quickly into an effective fighting unit and not a weapon that is about individual skill of the wielder. However this typically should mean the weapon is basically not meant for the PCs since PCs are all about individual skill. Obviously players can use them, but if the action economy sucks and there's no feats/subclass features that fix it then most players won't use them. Naturally if the players aren't the ones who are going to use them then what's the point? My answer for this is that it has a very big setting impact, because their power comes from massed volleys. And that means there's a big change to the typical power dynamic. In the past the world needed heroes like the PCs because they were the only ones who could deal with a rampaging dragon. But in a world of firearms, you mass a few hundred militia and that dragon is going down, so who needs adventurers to deal with monsters? Being part of a dying breed of combatant has a lot real world inspiration to draw from and isn't typical, so should feel fresh. And of course during the campaign the players will show that heroes are still needed even in this new age of science and guns. Now having said all that if you do want it to be PC wielders then my suggestion would be write the weapon such that when making an attack with a firearm only one no matter how many extra attacks you get, but scale the number of damage dice based on those extra attacks and have an exploding dice mechanic. So for example, if it starts at 2d6, and gains an extra 2d6 for each extra attack and whenever you roll a 6, you add an additional d6 which can also then explode. For feats/class featurs/magic enchantments beyond typical extra damage, or riders that you add, having a focus on dice manipulation like re-rolling 1s &2s, or lowering the exploding die so that it's say 5 & 6 that explode, can bring out the fun of chasing that higher and higher damage totals. Effectively the player is trading multiple low damage attacks for one high damage save, this is typically a bad trade to make so don't be too scared to let the damage really get pumped upwards. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Alternate firearms rules (input needed)
Top