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General Tabletop Discussion
EN Publishing
Alternative Firearms rules? [4e]
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<blockquote data-quote="hirou" data-source="post: 6293924" data-attributes="member: 6776023"><p>Thank you all for your responses! So far we had one session, went through Act 1 of furst module. We used Threat of Force rule only, and I don't think it came into play even once. Overall firearms felt a bit lacking right until the timely shot from rogue's musket destroyed the last steam release valve and saved the ship. Still, we're not content with the current rules and still looking for alternatives.</p><p></p><p>I've thought about some ideas proposed in this thread, I'll definitely consider treating firearms as theme powers (using best ability to fire them) and splitting them into 2 variants. I'll try to post the results later this week, we have a play scheduled for this Thursday.</p><p></p><p>The main problem with Killing tool, as mentioned by several posters, is that reloading can be circumvented completely by carrying several pistols around. Note that Tinker feature (Gunsmith lvl 5) allows PC to use his enchanted weapon modifier and properties on ALL firearms. With tons of gold, that PCs are getting on later levels, even 250 gp for multiple rifle-muskets is dirt cheap...</p></blockquote><p></p>
[QUOTE="hirou, post: 6293924, member: 6776023"] Thank you all for your responses! So far we had one session, went through Act 1 of furst module. We used Threat of Force rule only, and I don't think it came into play even once. Overall firearms felt a bit lacking right until the timely shot from rogue's musket destroyed the last steam release valve and saved the ship. Still, we're not content with the current rules and still looking for alternatives. I've thought about some ideas proposed in this thread, I'll definitely consider treating firearms as theme powers (using best ability to fire them) and splitting them into 2 variants. I'll try to post the results later this week, we have a play scheduled for this Thursday. The main problem with Killing tool, as mentioned by several posters, is that reloading can be circumvented completely by carrying several pistols around. Note that Tinker feature (Gunsmith lvl 5) allows PC to use his enchanted weapon modifier and properties on ALL firearms. With tons of gold, that PCs are getting on later levels, even 250 gp for multiple rifle-muskets is dirt cheap... [/QUOTE]
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Alternative Firearms rules? [4e]
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