Civil War-era firearms in D&D

I disagree, I think 2d8 is fine.

and I look forward to seeing these:

A list of modifiers to shooting. Weather, firing position, wind speed, aiming, target size, and a miscellaneous listing.




I think you should put up what ever you got then if someone does not agree or wants to change things for thier own game, they can.
 

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Here's what I have done so far (link)
I'm looking for critique (sp?) on the shooting modifiers and pretty much everything else.

I took out the Fast Draw feat and the Gunslinger and Sharpshooter PrCs haven't been done.
 
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Just scanned your site quickly--I'll look at it more closely later.

I did notice one minor thing however, there were also percussion revolvers--though many of them were later converted to fire cased ammunition.

The Colt Army and Navy models are two examples of these (if memory serves).
 

I have a problem with the firearm listing... Im trying to represent each firearm and its becoming a bit daunting for all the firearms that I come up with.
One thing that I've thought of is that I would give each weapon (pistol and musket) a generic Cost, Crit Range, Weight, Damage Type, and Feat type are all the same. The Damage, Ammo Count, Reload Time, and Range Increment are the only thing modified by what type of firearm it is?

Example: Having a flintlock musket would do 2d6 damage, single shot, 3 full-round reload times, and a range increment of 110 ft.
A revolving rifle would have 2d8 damage, 6-shots, 2 full-round reload times, and a range increment of 130 ft. But, the Cost, Crit Range, Damage Type, and Weight are all the same.

Would that be a good way to deal with firearms?
 

I finally revised the whole weapon issue. I now have these as generic weapons; pistol, revolver, musket, hunting musket, long rifle, and heavy rifle. The damage depends on the caliber used. I chose this because it allows me to keep it simple and to have it where its easy to have different versions of each weapon.

I also went through and took out some things to shorten it a little and fiddled around with the shooting modifiers a bit.

Any comments or suggestions?
 

Are you sure that you want to include percussion cap & metal-cartridge using weapons? Flintlocks are one thing b/c they're limited by an excessive reloading time, bad weather, and lots of misfires, but a turn-of the-century revolver is a modern weapon; it's basically the same as a revolver today. A metallic cartridge seals the breech of the gun, meaning little gas escapes except from the barrel to project the bullet; smokeless powder is far more effective; revolvers and repeating carbines have an increased rate of fire, and you're just a few decades away from real machine-guns and semi-automatic weapons.

For most D&D games I'd make some pseudo-magical or alchemical version of a flintlock that would count as a magic item.

or wait for D20 Modern...
 

This was originally made for my first homebre setting, but pretty much abandoned the idea for it.
Now, I'm going to use it for a setting where magic and psionics are prevalent, but they only have limited knowledge about them, so they have developed firearms instead.

I've also thought about a magical version but had no idea of how to do it.
 

If you want common people to have guns in a world where magic is fairly unknown then keep the guns low power. Imagine a dozen mounted orcs w/carbines; They could easily kill a much tougher party in a few rounds. Go w/lower damage and higher armor penetration, not b/c it's entirely accurate but b/c it means sensible people stop wearing armor all the time. Maybe only magical bonuses protect from ballistics.

If you only want a few people to have guns (PCs), then you can make them as powerful as you want. Imagine a weapon that needs potions or spell levels to fire...

I'm running a world where arcane and divine spellcasters, and supernatural creatures are especially hated by the mundane population. Recent advancement has been along alchemical lines instead, and firearms allow a city militia to be a viable defense. A bunch of rubes with shotguns will send any party scrambling for cover. Unfortunately I just bought the 3e rules and haven't done any conversions yet, but I'd keep the extreme reloading time the number one limitation. Revolvers or revolving pepperboxes should be rare. Make players fire a gun then drop it and go into melee; it's more piratical that way.
 


Back again! This time I added a few things and a page with 2 PrCs; a Rifleman (a sniper basically) and a Gunslinger (but having trouble with the concept). Heres the link.

I'm really stuck on the 2 PrCs, especially the gunslinger.
 

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