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Civil War-era firearms in D&D
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<blockquote data-quote="Salamander Napolean" data-source="post: 290811" data-attributes="member: 6296"><p>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.</p><p></p><p>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...</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Salamander Napolean, post: 290811, member: 6296"] 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. [/QUOTE]
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