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Custom and Technomantic Weapons for a Steampunk Setting
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<blockquote data-quote="Kobold Avenger" data-source="post: 7544674" data-attributes="member: 779"><p>So relooking at the DMG on page 268, as well as D20 Modern and D20 Past, things have changed between editions. The modern table is roughly based on D20 modern where everything did 2 dice of damage because of the burstfire and double tap feats, and back then ability mods weren't added to damage. The Renaissance table is not based on D20 past, and was likely an attempt to bring things more in line with the 5e system.</p><p></p><p>Things I thought of when thinking of considering reload are how long it takes, realistically early firearms took a long time to reload maybe as long as crossbows took especially ones with a windlass/crank. 5e is really generous about how long it takes to reload, but no one wants to track reloads across rounds. So I think there should be 3 reload speeds: Bonus Action which is the standard since that's the generous reload of crossbows, 1 Action reserved for bigger guns, and Short Rest (or 1 minute) for more powerful weapons. Values below are of course based on game-play rather than historical accuracy/realism.</p><p></p><p>So Renaissance & Enlightenment Firearms (based off of the DMG's table) to roughly cover Matchlocks, Wheellocks, Snaplocks, and Flintlocks</p><p>Pistol - 1d10 Piercing (range 30/90) Load: Bonus Action, 1-handed</p><p>Musket - 1d12 Piercing (range 40/120) Load: Bonus Action, 2-handed</p><p>Blunderbuss - 2d8 Piercing (range 10/30) Load: 1 Action, 2-handed</p><p></p><p>19th century ball & cap firearms (which I'm really aiming for)</p><p>Light Pistol (also covers Derringers) - 1d8 Piercing (range 20/60) Load: Bonus Action, Light</p><p>Pistol - 1d12 Piercing (range 30/90) Load: Bonus Action, 1-handed</p><p>Revolver - 1d10 Piercing (range 30/90) Load (6): 1 Action, Light</p><p>Musket Rifle - 2d6 Piercing (range 40/120), Load: 1 Action 2-handed</p><p>Military Rifle - 2d8 Piercing (range 50/150) Load: 1 Action, 2-handed</p><p>Repeating Rifle - 2d6 Piercing (range 40/120) Load (5): 1 Action, 2-handed</p><p>Shotgun - 2d8 Piercing (range 20/60) Load: 1 Action, 2-handed</p><p></p><p>Melee Weapons</p><p>Bayonet - 1d8 Piercing, 2-handed (mounted on rifles)</p><p>Sword Bayonet - 1d10 Piercing, 2-handed (mounted on rifles)</p><p>Sabre - 1d8 Slashing, 1-handed, Finesse</p><p></p><p>For existing Fighting Styles, I'd make using a sword and pistol relevant for the Duelling Style if the pistol wasn't used as any sort of weapon for that round. Sword and Pistol applied to Two Weapon Fighting, the Pistol can be used as a club (1d4 bludgeoning).</p><p></p><p>Combination Weapons melee weapons can have a pistol added (typically 1 shot), Light or Finesse melee weapons use Light Pistols. 2-Handed melee weapons might have a musket rifle attachment, if they're hafted weapons.</p><p></p><p>Orichalcum Focuses: These are spellcasting focuses usually in the form of wands, rods, sceptres and staffs, they were invented in response to the prevalence of firearms. Orichalcum is an alchemical metal derived from gold, which react to magical or psionic energy. A spellcaster can use an Orichalcum focus even if it's not of a type their class is proficient in (to throw a bone in for Bards). When casting a Cantrip which can inflict damage, the caster can add their spellcasting ability modifier to the damage roll when using an Orichalcum focus.</p><p></p><p>Staffs and other 2-handed Orichalcum focuses (think of them as the rifles of spellcasting focuses) can increase range of a cantrip beyond to 3x its standard range. Though attacks rolls it these ranges have disadvantage, and saving throws against cantrips at these ranges have advantage.</p><p></p><p>Orichalcum Firearms: These are firearms which can be used as a spellcasting focus, they don't use ammunition when used for spells. They might have more special abilities when tied to technomancy themed subclasses.</p><p></p><p>The next thing would be to dive into custom/masterwork makes for weapons. Tables of random values might be called for. And I realize how much I miss 3e's modular magic weapons, even if it encouraged the magic shop catalogue mentality of 3e.</p></blockquote><p></p>
[QUOTE="Kobold Avenger, post: 7544674, member: 779"] So relooking at the DMG on page 268, as well as D20 Modern and D20 Past, things have changed between editions. The modern table is roughly based on D20 modern where everything did 2 dice of damage because of the burstfire and double tap feats, and back then ability mods weren't added to damage. The Renaissance table is not based on D20 past, and was likely an attempt to bring things more in line with the 5e system. Things I thought of when thinking of considering reload are how long it takes, realistically early firearms took a long time to reload maybe as long as crossbows took especially ones with a windlass/crank. 5e is really generous about how long it takes to reload, but no one wants to track reloads across rounds. So I think there should be 3 reload speeds: Bonus Action which is the standard since that's the generous reload of crossbows, 1 Action reserved for bigger guns, and Short Rest (or 1 minute) for more powerful weapons. Values below are of course based on game-play rather than historical accuracy/realism. So Renaissance & Enlightenment Firearms (based off of the DMG's table) to roughly cover Matchlocks, Wheellocks, Snaplocks, and Flintlocks Pistol - 1d10 Piercing (range 30/90) Load: Bonus Action, 1-handed Musket - 1d12 Piercing (range 40/120) Load: Bonus Action, 2-handed Blunderbuss - 2d8 Piercing (range 10/30) Load: 1 Action, 2-handed 19th century ball & cap firearms (which I'm really aiming for) Light Pistol (also covers Derringers) - 1d8 Piercing (range 20/60) Load: Bonus Action, Light Pistol - 1d12 Piercing (range 30/90) Load: Bonus Action, 1-handed Revolver - 1d10 Piercing (range 30/90) Load (6): 1 Action, Light Musket Rifle - 2d6 Piercing (range 40/120), Load: 1 Action 2-handed Military Rifle - 2d8 Piercing (range 50/150) Load: 1 Action, 2-handed Repeating Rifle - 2d6 Piercing (range 40/120) Load (5): 1 Action, 2-handed Shotgun - 2d8 Piercing (range 20/60) Load: 1 Action, 2-handed Melee Weapons Bayonet - 1d8 Piercing, 2-handed (mounted on rifles) Sword Bayonet - 1d10 Piercing, 2-handed (mounted on rifles) Sabre - 1d8 Slashing, 1-handed, Finesse For existing Fighting Styles, I'd make using a sword and pistol relevant for the Duelling Style if the pistol wasn't used as any sort of weapon for that round. Sword and Pistol applied to Two Weapon Fighting, the Pistol can be used as a club (1d4 bludgeoning). Combination Weapons melee weapons can have a pistol added (typically 1 shot), Light or Finesse melee weapons use Light Pistols. 2-Handed melee weapons might have a musket rifle attachment, if they're hafted weapons. Orichalcum Focuses: These are spellcasting focuses usually in the form of wands, rods, sceptres and staffs, they were invented in response to the prevalence of firearms. Orichalcum is an alchemical metal derived from gold, which react to magical or psionic energy. A spellcaster can use an Orichalcum focus even if it's not of a type their class is proficient in (to throw a bone in for Bards). When casting a Cantrip which can inflict damage, the caster can add their spellcasting ability modifier to the damage roll when using an Orichalcum focus. Staffs and other 2-handed Orichalcum focuses (think of them as the rifles of spellcasting focuses) can increase range of a cantrip beyond to 3x its standard range. Though attacks rolls it these ranges have disadvantage, and saving throws against cantrips at these ranges have advantage. Orichalcum Firearms: These are firearms which can be used as a spellcasting focus, they don't use ammunition when used for spells. They might have more special abilities when tied to technomancy themed subclasses. The next thing would be to dive into custom/masterwork makes for weapons. Tables of random values might be called for. And I realize how much I miss 3e's modular magic weapons, even if it encouraged the magic shop catalogue mentality of 3e. [/QUOTE]
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