D&D 5E Firearms, Explosives and You

So judging from the overall responses it seems Renaissance firearms are more or less balanced but modern firearms only work (as written in the DMG) if they are treated like very rare (or even legendary) magic items. Basically a machine gun is equal to a hammer of thunderbolts, powerful but if everyone in the group has equally powerful magical items it should be okay. It only really becomes a problem in a modern setting, which would need to lower the damage to balance it out.

That's very helpful. Gives me a real sense of how to incorporate firearms. If I wanted to do a modern game I would probably take everyone's advice and lower the damage dice while giving the weapons other properties.

Speaking of which, what about adding accuracy as a feature of firearms, which could run from -3 to hit (for firearms that do lots of damage) to +3 for normal firearms that are meant to be equal to +3 magical weapons? That's an idea that occurred to me too.
 

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That's very helpful. Gives me a real sense of how to incorporate firearms. If I wanted to do a modern game I would probably take everyone's advice and lower the damage dice while giving the weapons other properties.

Why? Even when you keep the damage as it is now, you will still have characters charging through MG fire with lots of health left and have every combat become a melee fight. Thats not very modern, isn't it?
 
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If you're looking for firearms/explosives that are balanced with the core system, take a look at the renaissance weapons on the same page.

I think it'd be pretty weird if modern weapons didn't break the game.
 




Absent from this discussion has been the notion that "damage" is not the same as "wounds."

If you are actually hit with a bullet or laser blast, meaning the projectile or beam actually penetrates your flesh, it will very likely deliver you directly to death's doorstep, just as you would be if a greatsword actually lopped a big chunk out of you. In essence, the only "hit" that actually hits you is the one that drops you to 0 hp.

All the other "hits" are actually attacks that you manage to dodge or deflect with armor or shield. The numerical damage assigned to each blow represents the amount of effort it took to parry or squirm out of the way, or the bruising and concussive trauma that made it through when the blow glanced off of your armor. Or you might consider it a luck meter that steadily runs out.

The bigger damage numbers on these weapons must indicate that more concussive trauma gets through when they hit your armor, and/or they are harder to dodge. (Or that more luck is required.)

Seen from that perspective, I feel like the whole idea is a lot simpler and easier to swallow.
 
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I think everything's fine the way it is. We ARE missing modern armor, and the ideas here sound pretty good to simulate that.

I'd really like to see some alternative D&D worlds that can USE some of these rules and still feel (at least a little) like a D&D game.

I'll have to think on it.
 

I actually got to use one the other night. The DM threw in a 2d10 5 shot rifle form the preview of the DMG. At level 10 it was nothing really that special as a valor bard but it was cute. I had +6 to hit for 2d10+2 damge which compares ok to vicious mockery 2d4+debuff and a save.

I can't reliably get ammo for it though so there is that but I have a large stockpile of 50 odd shells. Turns out it was a magic rifle as well +1 to hit/damage with a dark vision scope. Said DM played star wars sage.
 

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