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General Tabletop Discussion
EN Publishing
Alternative Firearms rules? [4e]
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<blockquote data-quote="skotothalamos" data-source="post: 6292269" data-attributes="member: 83398"><p>The rules we're using in our game:</p><p></p><p>Killing Tool (for +2 dice per attack)</p><p>Threat of Force (the 6-space pseudo-oppo)</p><p>"These things are clunky" my own rule that reloading a firearm while in melee range provokes a bonus opportunity attack, above and beyond the oppo for making a ranged attack while in melee range (this is to prevent "well, he oppo'd me when I shot him point blank, so now I reload in his face")</p><p></p><p>I find Killing Tool with the regulat Standard-Action reload to be nicely balanced with a crossbow with reload minor. A ranged basic from a character with a crossbow and 18 Dex will do 1d8+4 damage on a hit, for an average of 8 points, or 16 if they hit two rounds in a row. That same character with a carbine will do 3d8+4 damage on a hit, or 16 damage, then reload the following round, for a total damage output of 16 in two rounds, exactly the same as the crossbow-wielder.</p><p></p><p>Obviously, the gun will be spikier since it is making half as many attacks which do twice as much damage, and their crits are crazy. One miss with a gun is a lot bigger deal. Of course, this starts to break down when people go all-out for guns with a Gunslinger making semi-automatic weapons and people taking Speed Loader to shoot every turn instead of every other turn. Guns are verrry attractive if you put the time into them.</p><p></p><p>As far as danger to the PCs goes, there are very few enemies with guns for a while. My group is in adventure four and I can count the number of gunfights they've gotten into on one hand. By the time you get a lot of bad guys with guns, hopefully they'll be just as ready to deal out big spikes of damage.</p><p></p><p>We had three (of six) characters with guns, but there have been some deaths and now we're down to two characters with guns, but both very specialized (a gunsmith ranger and a technologist artificer). Mostly, our rules have served to speed up combat.</p><p></p><p>As far as minions go, to give an equivalent boost for Killing Tool, I just double their listed damage if they have firearms, rather than rolling 3d6 or 3d8 or whatever.</p></blockquote><p></p>
[QUOTE="skotothalamos, post: 6292269, member: 83398"] The rules we're using in our game: Killing Tool (for +2 dice per attack) Threat of Force (the 6-space pseudo-oppo) "These things are clunky" my own rule that reloading a firearm while in melee range provokes a bonus opportunity attack, above and beyond the oppo for making a ranged attack while in melee range (this is to prevent "well, he oppo'd me when I shot him point blank, so now I reload in his face") I find Killing Tool with the regulat Standard-Action reload to be nicely balanced with a crossbow with reload minor. A ranged basic from a character with a crossbow and 18 Dex will do 1d8+4 damage on a hit, for an average of 8 points, or 16 if they hit two rounds in a row. That same character with a carbine will do 3d8+4 damage on a hit, or 16 damage, then reload the following round, for a total damage output of 16 in two rounds, exactly the same as the crossbow-wielder. Obviously, the gun will be spikier since it is making half as many attacks which do twice as much damage, and their crits are crazy. One miss with a gun is a lot bigger deal. Of course, this starts to break down when people go all-out for guns with a Gunslinger making semi-automatic weapons and people taking Speed Loader to shoot every turn instead of every other turn. Guns are verrry attractive if you put the time into them. As far as danger to the PCs goes, there are very few enemies with guns for a while. My group is in adventure four and I can count the number of gunfights they've gotten into on one hand. By the time you get a lot of bad guys with guns, hopefully they'll be just as ready to deal out big spikes of damage. We had three (of six) characters with guns, but there have been some deaths and now we're down to two characters with guns, but both very specialized (a gunsmith ranger and a technologist artificer). Mostly, our rules have served to speed up combat. As far as minions go, to give an equivalent boost for Killing Tool, I just double their listed damage if they have firearms, rather than rolling 3d6 or 3d8 or whatever. [/QUOTE]
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Alternative Firearms rules? [4e]
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