Early firearms rules

Which are the best early firearms rules?

  • Iron Kingdom rules in [i]The Longest Night.[/i]

    Votes: 1 9.1%
  • Freeport rules in [i]Dragon Annual[/i].

    Votes: 7 63.6%
  • Generic rules in the DMG.

    Votes: 3 27.3%

Curious about what options everyone thinks are the best for early firearms?

  • Iron Kingdoms rules from Privateer Press published in The Longest Night.
  • Freeport rules by Green Ronin published in the latest Dragon Magazine Annual.
  • Generic Rules published by Wizards of the Coast in the DMG.
 

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I've only seen the generic rules in the DMG which I use as a basis for those IMC (check out the link in sig to the story hour if you want to see the sound-dampening field used on a thaumineered pistol :) ).
 

Not much in the way of votes, huh?

Well, let me lay it out the way I see it. Privateer jumped out with the first set of rules that had some character. The rules seem well balanced from a damage perspective, making the guns far from game-breakers, and kinda fun. However, the rules are a slight bit cumbersome, as you have to make an extra skill check all the time. Green Ronin's rules have the guns go a lot more damage, which is a bit frightening, but that is balanced by the fact that the guns are cumbersome and difficult for the characters to use, with an extremely long reload time after each shot. Luckily, the rules are nice and easy for the players to use. The DMG rules are extremely easy to use, and quick, but lack anything to make them really very interesting.
 



Bah!

None of the above.

I prefer to use Sleeping Imperium's rules, which can be found here. Just use their rules for muzzle-loaders, and there you go. Takes a little work to make each type of firearm, but at least its extremely customizable.
 


I liked the rules presented in the steampunk issue of Dragon. They made firearms martial due to their prevalence, and bullets ignored non-metal armor and half of metal armor.

Thaumaturge.
 

I also have only seen the DMG rules. If I wanted to use early firearms, I would adapt Ken Hood's firearms mechanics together with ideas from posts about this topic in the House Rules forum.
 
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What's the basics?

Let me explain... no, there is too much. Let me sum up (quick, what movie!)...

Each firearm has penetration. When not using the Grim'n'Gritty Combat Rules, this is (this is a suggested rule, not a hard and fast one) subtracted from the AC of your target. Also, each firearm has an accuracy, which is added to the attack roll (the accuracy can be negative). Each weapon has a recoil, which lowers the accuracy. The recoil is lessened by a longer barrel length, and the damage dealt is based on caliber size and propellent type.

Umm... did I miss anything?

...the steampunk issue of Dragon...

There was a steampunk issue of Dragon? Which issue is this? What other goodies did it have in it?
 

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