Defense Bonuses, Firearms and more in D&D

I'm starting up a campaign world where flintlock firearms and the like are quite common. Most firearms are simple or martial weapons, therefore everyone uses them. I plan on using the D&D classes since magic (and psionics) as it is still a High-Magic fantasy world.

Some issues...

1. I plan on using Defense Bonuses, I do have a good idea what classes get which bonuses. Most of the fighting classes and divine spellcasters get the defense bonuses of the Strong/Tough/Dedicated hero. Most of the arcane classes get the smart hero bonus. And Monk and Rogue might end up with either the Fast hero bonus.

2. I don't want the party to be running around in plate-mail all the time, if there classes allow it. I want the armor bonuses of the standard D&D armor against firearms to be quite a bit lower. But I wouldn't rule out they be treated as touch attacks, since it would come as no loss to give up armor profeciencies for possible variant classes. Generally I would like light and medium armor to offer some protection, and heavy to offer little protection. Any ideas how to best treat this?

Perhaps full bonus for light armor, half for medium, and something like 3/4 for heavy armor. There will be some armor available designed more for dealing with bullets, however they won't be the best against melee attacks. And later on mechanical armor that can only be used with someone who has Heavy Armor Profeciency.

One thing I would eventually come up with is armor penetration feats to eliminate these reduced armor bonuses, which would not only apply to firearms but also bows and crossbows.

Though I'm wondering if I should instead try using the damage reduction for armor that's in star wars instead.

3. With defense bonuses being used, should I allow the parry feats Dragon 301 (whether selected or everyone gets Parry)? or does it become redundant and messes things up even more.

4. Deflect arrows and bullets, for the martial arts characters...
I've never seen anyone in any movie deflect bullets with bare hands, I've seen them do it with swords and other things in their hands, but never Deflect bullets with their bare hands. And whenever someone did something with their bare hands to bullets they didn't Deflect them, they caught them out of the air and threw them back as projectiles.

It's more like the cases that deflect arrows should only work with objects carried in hand for bullets. Unless they "Evade Fire" like in Dragonstar. However it seems clear enough that catching bullets and throwing them back should be the demonstration of the Return Shot psionic feat, or another psionic feat that has deflect arrows as a prereq.

Those are the biggest issues I can think of so far...

Any other suggestions and ideas for how things should be handled?
 

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Of COURSE monks can catch bullets! Haven't you ever seen Once Upon a Time in China? You need more wuxai in your diet, my friend. Hopefully that new Chow Yun-Fat movie coming out soon, Bulletproof Monk (ironic, isn't it?) will alter your perceptions. At any rate, you don't need to bother with psionic feats; I'm really tired of more people confusing ki and psionics. It's like identifying Jedi powers with D&D psionics, they just don't quite fit. There's a monk feat, Snatch Arrows (Sword & Fist) to cover that just fine.

Anyhow, if you want good rules for defense, armor DR, guns, feats,etc, feel free to download my Relative Entropy campaign setting. It's got all of that. Chapters 1, 3, and 5 are what you'll want to take a look at, since that's where the meat is.:)
 

I never said that I haven't seen bullet not Caught, it's the fact that I haven't seen bullets Deflected which is different from being Caught.

Next as far as I stand chi and psionics are the same thing. Snatch Arrows wouldn't be the explanation for being able to kill someone by throwing the bullets back.

As far as armors go I'm using the system of Equipment Bonus stacks with Class Defense Bonus. I may apply the armor check penalty as a penalty to the total Defense Rating or the Max Dex bonus as the limit of Class Defense Bonus, with some damage reduction applied.

There's a few things with firearms like how I justify being able to load with an Attack Action by having the powder charge come prepackaged and premeasured in little charge packlets.

There's also other things like rockets as weapons, which work sort of like Jade & Steel's stats, the only one I've seen so far on this weapon.

Flamethrowers are available as weapons, and they have counterparts which are similiar but do the other energy damage types.
 

I finally decided that as far as stacking equipment bonuses and class defense bonus, the armor check penalty divided by 2 (there negative numbers so half of -3 is -2 rounded down) is taken from the class defense bonus (minimum 0), before the equipment bonus is added. And then combined with the idea that the equipment is reduced against firearms will make armor worse against firearms but still offer protection against melee.
 

This is my what I'm giving the classes I'm using so far.

Level A B C D E
1 +3 +2 +1 +1 +0
2 +4 +3 +2 +2 +1
3 +4 +3 +2 +2 +1
4 +5 +4 +3 +3 +1
5 +5 +4 +3 +3 +2
6 +6 +5 +4 +3 +2
7 +6 +5 +4 +4 +2
8 +7 +6 +5 +4 +3
9 +7 +6 +5 +5 +3
10 +8 +7 +6 +5 +3
11 +8 +7 +6 +5 +4
12 +9 +8 +7 +6 +4
13 +9 +8 +7 +6 +4
14 +10 +9 +8 +7 +5
15 +10 +9 +8 +7 +5
16 +11 +10 +9 +7 +5
17 +11 +10 +9 +8 +6
18 +12 +11 +10 +8 +6
19 +12 +11 +10 +9 +6
20 +13 +12 +11 +9 +7

A: Martial Artist (Monk)
B: Rogue
C: Barbarian, Bard, Ranger, Expert
D: Cleric, Druid, Fighter, Paladin, Psychic Warrior, Shaman, Templar (Sohei), Adept, Aristocrat, Warrior
E: Psion, Wizard, Sorcerer, Commoner

(The classes not included, are being changed to variants of some of the above classes)
 

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