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<blockquote data-quote="Robbs" data-source="post: 4104667" data-attributes="member: 33483"><p>Still looking for input on the Godwar front and potential interesting non-human leaders (or powers behind the throne) and such. </p><p></p><p>In the meantime, I have played fairly loose with the guns in this game so far and am tying up loose ends. As I mentioned before I have guns being rare but not unheard of. Looking at them as an Imperial invention that had slowly expanded throughout the lands. However the number of people that can cast and craft a firearm is extremely limited so the good Imperial guns will get harder to find but after a while there will be introduced a somewhat weaker local equivalent. </p><p>I've picked through a couple of different sources for ideas on implementing guns into the campaign and have mixed and matched various concepts. The biggest is that guns are a touch attack which obviously gives them a big advantage over bows. However we have ruled that loading one is a full round action. Making a skill roll can reduce that to a move equivalent, however failing leaves the gun unloaded and the move action used up. So short of two gun fighting a gun wielder will only get one shot per round. At higher levels the archer gets more shots but they do less damage and likely hit less often. I've had PCs weigh in on both sides of this argument, some thinking guns overshadow bows while others think they are underpowered compared to bows. I see them as filling a different niche than bows. I see them as fairly close range 'statement' weapons. Kick the door down, blast the first thing you see, then wade in with blades!</p><p>Anyway, here are the stats for the various guns I've introduced so far. Other than the touch AC this is info I've gleamed from various gaming sources and tweaked to fit our game. Suggestions always welcome!</p><p></p><p>Tentative firearms rules. </p><p></p><p>Table 1: Firearms </p><p></p><p>Size Weapon Cost Damage Critical Increment Weight Type </p><p>S Standard Pistol 225 2d4 (19-20)x3 40 ft. 2.5 lbs. P </p><p>S Military Pistol 300 2d6 (19-20)x3 80 ft. 4 lbs. P </p><p>M Carbine 450 2d6 (19-20)x3 120 ft. 8 lbs. P </p><p>M Musket 600 2d8 (19-20)x3 150 ft. 10 lbs. P </p><p>M Blunderbuss 125 4d4* x3 30 ft. 9 lbs. P </p><p></p><p>* Damage is treated as a breath weapon, DC=attack roll</p></blockquote><p></p>
[QUOTE="Robbs, post: 4104667, member: 33483"] Still looking for input on the Godwar front and potential interesting non-human leaders (or powers behind the throne) and such. In the meantime, I have played fairly loose with the guns in this game so far and am tying up loose ends. As I mentioned before I have guns being rare but not unheard of. Looking at them as an Imperial invention that had slowly expanded throughout the lands. However the number of people that can cast and craft a firearm is extremely limited so the good Imperial guns will get harder to find but after a while there will be introduced a somewhat weaker local equivalent. I've picked through a couple of different sources for ideas on implementing guns into the campaign and have mixed and matched various concepts. The biggest is that guns are a touch attack which obviously gives them a big advantage over bows. However we have ruled that loading one is a full round action. Making a skill roll can reduce that to a move equivalent, however failing leaves the gun unloaded and the move action used up. So short of two gun fighting a gun wielder will only get one shot per round. At higher levels the archer gets more shots but they do less damage and likely hit less often. I've had PCs weigh in on both sides of this argument, some thinking guns overshadow bows while others think they are underpowered compared to bows. I see them as filling a different niche than bows. I see them as fairly close range 'statement' weapons. Kick the door down, blast the first thing you see, then wade in with blades! Anyway, here are the stats for the various guns I've introduced so far. Other than the touch AC this is info I've gleamed from various gaming sources and tweaked to fit our game. Suggestions always welcome! Tentative firearms rules. Table 1: Firearms Size Weapon Cost Damage Critical Increment Weight Type S Standard Pistol 225 2d4 (19-20)x3 40 ft. 2.5 lbs. P S Military Pistol 300 2d6 (19-20)x3 80 ft. 4 lbs. P M Carbine 450 2d6 (19-20)x3 120 ft. 8 lbs. P M Musket 600 2d8 (19-20)x3 150 ft. 10 lbs. P M Blunderbuss 125 4d4* x3 30 ft. 9 lbs. P * Damage is treated as a breath weapon, DC=attack roll [/QUOTE]
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