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Alternate firearms rules (input needed)
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<blockquote data-quote="Tormyr" data-source="post: 9826992" data-attributes="member: 6776887"><p>Looking at that whole wall of text in my previous post, it reminds me of something that one of my players mentioned while we were brainstorming how to make firearms "interesting and different". He said, "It's not the 5e way of doing things. In 5e, you want to simplify, simplify, simplify."</p><p></p><p>We eventually ended up with what was in the PHB, with an expanded list of weapons and ammunition, "advanced" weapons from a setting-specific nation, and little more. There has not been a time where someone felt it was overpowered or underpowered, and the firearms don't get in the way of the story.</p><p></p><p></p><ol> <li data-xf-list-type="ol">They definitely are different.</li> <li data-xf-list-type="ol">I'm not sure this should be "automatic/save for half damage". Spells and certain class features and traps do that, but they have a cost. The firearm doesn't have a real cost. It's just something equivalent to a 4e encounter power.</li> <li data-xf-list-type="ol">This does clash a bit with save for half damage.</li> <li data-xf-list-type="ol">If you have the damage high and scale, it probably should not be something that could be considered an attack so that other things do not combine with it (Sneak Attack, <em>true strike</em>, etc.).</li> </ol><p>Historically, there were times when firearms were "better" than armor, but it was an arms race that ebbed and flowed. The times when firearms "beat" the armor of their day were limited. If your setting/story reflect one of those times, then this might be a good way to reflect that and shape player decisions on how they build their characters.</p><p></p><p>If this is more of an experiment on firearms instead of core to the story/setting, then I would suggest running this in a playtest/short adventure first (or running the 5e firearms as they are in the PHB). That will let you know where the pain points of either method are for you and your players, and you can iterate to a solution everyone likes before going all in with firearms in a campaign.</p><p></p><p>Whatever you end up using, good luck, and you can always bounce specific ideas off me if you feel like it.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 9826992, member: 6776887"] Looking at that whole wall of text in my previous post, it reminds me of something that one of my players mentioned while we were brainstorming how to make firearms "interesting and different". He said, "It's not the 5e way of doing things. In 5e, you want to simplify, simplify, simplify." We eventually ended up with what was in the PHB, with an expanded list of weapons and ammunition, "advanced" weapons from a setting-specific nation, and little more. There has not been a time where someone felt it was overpowered or underpowered, and the firearms don't get in the way of the story. [LIST=1] [*]They definitely are different. [*]I'm not sure this should be "automatic/save for half damage". Spells and certain class features and traps do that, but they have a cost. The firearm doesn't have a real cost. It's just something equivalent to a 4e encounter power. [*]This does clash a bit with save for half damage. [*]If you have the damage high and scale, it probably should not be something that could be considered an attack so that other things do not combine with it (Sneak Attack, [I]true strike[/I], etc.). [/LIST] Historically, there were times when firearms were "better" than armor, but it was an arms race that ebbed and flowed. The times when firearms "beat" the armor of their day were limited. If your setting/story reflect one of those times, then this might be a good way to reflect that and shape player decisions on how they build their characters. If this is more of an experiment on firearms instead of core to the story/setting, then I would suggest running this in a playtest/short adventure first (or running the 5e firearms as they are in the PHB). That will let you know where the pain points of either method are for you and your players, and you can iterate to a solution everyone likes before going all in with firearms in a campaign. Whatever you end up using, good luck, and you can always bounce specific ideas off me if you feel like it. [/QUOTE]
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