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Fifth Age: A hard science fiction 5e conversion
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<blockquote data-quote="PyroPhoenix" data-source="post: 7060789" data-attributes="member: 6874819"><p>Just got reminded of something, from a lot of the homebrew classes (such as the gunslinger, by Matthew Mercer) that have been officially accepted by wizards of the coast that use firearms and such (albeit still in the renaissance that D&D is set in), all firearms had a property called misfire (Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon's Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker's Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be repaired out of combat at half the cost of the firearm).</p><p></p><p>You can probably implement something similar to that where the gun has a chance to jam in the case of solid shot weapons or overheat in the case of energy based weapons, and require an action (and possibly an engineering check) to attempt to fix the probably. This would definitely make the game more gritty and realistic as guns jamming and misfiring do occur in real life.</p></blockquote><p></p>
[QUOTE="PyroPhoenix, post: 7060789, member: 6874819"] Just got reminded of something, from a lot of the homebrew classes (such as the gunslinger, by Matthew Mercer) that have been officially accepted by wizards of the coast that use firearms and such (albeit still in the renaissance that D&D is set in), all firearms had a property called misfire (Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon's Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker's Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be repaired out of combat at half the cost of the firearm). You can probably implement something similar to that where the gun has a chance to jam in the case of solid shot weapons or overheat in the case of energy based weapons, and require an action (and possibly an engineering check) to attempt to fix the probably. This would definitely make the game more gritty and realistic as guns jamming and misfiring do occur in real life. [/QUOTE]
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