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.
Community
General Tabletop Discussion
EN Publishing
Alternative Firearms rules? [4e]
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="hirou" data-source="post: 6322672" data-attributes="member: 6776023"><p>Long-delayed update:</p><p>In the end we run with house rule that all firearms except grenades get +3 power bonus to hit; this makes secondary effects on ranged attacks much more dangerous (and actually buffs a lot one of the most UP classes, seeker). They retain reload standard and high crit, but loose brutal 2. The reload time can be shortened with fast loader to move action and further to minor action with specific weapon enchant (don't have the char sheet ready, so can't dig up the enchant name). It's a power bonus, so it doesn't stack with i.e. warlord buffs (which would otherwise skyrocket the firearms accuracy to "only miss on 1"), this gives party gunslinger more chances to roll damage while simultaneously encouraging taking actions to optimize his battle behavior with multiple weapons, reload timing and Quick Draw.</p><p></p><p>Other problem I ran into is that grenades as written are, honestly, broken. 4ed has many powers/feats combos which activate on a hit/miss of initial attack. I.e. Careful attack+True arrow style feat allows to make a ranged basic attack if the initial attack misses, in exchange for granting combat advantage on attacker for a turn. Now imagine that initial grenade missed, say, 3 targets in burst 1... suddenly there're 3 more grenades incoming. Somehow. Turning any ranged attack into burst 1 which also deals half damage on miss basically means that every encounter ranged power is almost as powerful as a daily, all for measly 10 gp.</p><p></p><p>I tried a system when individual grenades should be "fine-tuned" for specific powers (with a help of technologist), so, say, Twin Strike attack with a grenade may only involve specifically prepared grenade with double warhead, with price of "tuning" dependent on the level of the power used (one fifth of the equivalent magic item price for daily powers, one tenth for encounter powers). This leads to some balanced math, but it's incredibly frustrating to keep count of each and every grenade, so now I'm trying much easier scheme: each grenade attack adds secondary attack, burst 1 centered on primary target/square, deal the same damage on hit, half on miss with no additional effects. This still increases the damage output a lot, but at least breaks some of the more ridiculous-looking combos my players discovered.</p><p></p><p>PS: just to give you a picture, our gunslinger carries fast-loading shotgun, his beloved rifled musket Maria (with "duct-taped" silencer which he stole off poor Burton and which misfires every second time), two pistols and metric ton of grenades. Just in case. And all non-lethal, of course.</p></blockquote><p></p>
[QUOTE="hirou, post: 6322672, member: 6776023"] Long-delayed update: In the end we run with house rule that all firearms except grenades get +3 power bonus to hit; this makes secondary effects on ranged attacks much more dangerous (and actually buffs a lot one of the most UP classes, seeker). They retain reload standard and high crit, but loose brutal 2. The reload time can be shortened with fast loader to move action and further to minor action with specific weapon enchant (don't have the char sheet ready, so can't dig up the enchant name). It's a power bonus, so it doesn't stack with i.e. warlord buffs (which would otherwise skyrocket the firearms accuracy to "only miss on 1"), this gives party gunslinger more chances to roll damage while simultaneously encouraging taking actions to optimize his battle behavior with multiple weapons, reload timing and Quick Draw. Other problem I ran into is that grenades as written are, honestly, broken. 4ed has many powers/feats combos which activate on a hit/miss of initial attack. I.e. Careful attack+True arrow style feat allows to make a ranged basic attack if the initial attack misses, in exchange for granting combat advantage on attacker for a turn. Now imagine that initial grenade missed, say, 3 targets in burst 1... suddenly there're 3 more grenades incoming. Somehow. Turning any ranged attack into burst 1 which also deals half damage on miss basically means that every encounter ranged power is almost as powerful as a daily, all for measly 10 gp. I tried a system when individual grenades should be "fine-tuned" for specific powers (with a help of technologist), so, say, Twin Strike attack with a grenade may only involve specifically prepared grenade with double warhead, with price of "tuning" dependent on the level of the power used (one fifth of the equivalent magic item price for daily powers, one tenth for encounter powers). This leads to some balanced math, but it's incredibly frustrating to keep count of each and every grenade, so now I'm trying much easier scheme: each grenade attack adds secondary attack, burst 1 centered on primary target/square, deal the same damage on hit, half on miss with no additional effects. This still increases the damage output a lot, but at least breaks some of the more ridiculous-looking combos my players discovered. PS: just to give you a picture, our gunslinger carries fast-loading shotgun, his beloved rifled musket Maria (with "duct-taped" silencer which he stole off poor Burton and which misfires every second time), two pistols and metric ton of grenades. Just in case. And all non-lethal, of course. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
EN Publishing
Alternative Firearms rules? [4e]
Top