Doc_Klueless
Doors and Corners
I like this thread so much, I just had to subscribe. Keep up the good work! Love reading it.
Fallen Seraph said:Note: I am far from someone who is good at mechanics, so expect these to be either extremely underpower or overpowered.
Fluff: While most firearms are supposed to be relegated to police, soldiers and Inquisitors, however, many outlaws and civilians have gained access to firearms. They are considered a common weapon, that is easily manufactured in factories and resides beside all other manner of weapon.
Mechanics:
Revolver: The revolver is your classic six-shooter.
-Proficiency: 2
-Damage: 1d8
-Range: 20/30
-Properties: Reloadable (move/standard action (6 rounds)), Minor-Action: Basic Attack, Dual Wield
Shotgun: This double-barrelled firearm can blast holes through enemies.
-Proficiency: 1
-Damage: 1d12
-Range: 10/20
-Properties: Blast 3, Reloadable (minor), cannot fire while mounted
Rifle: This is your standard breach-loading rifle.
-Proficiency: 3
-Damage: 1d10
-Range: 30/60
-Properties: Reloadable (minor), cannot fire while mounted
Carbine: This is a smaller, version of the rifle.
-Proficiency: 2
-Damage: 1d10
-Range: 30/40
-Properties: Reloadable (minor)
Repeating Rifle: This rifle can fire 5 bullets in quick succession.
-Proficiency: 2
-Damage: 1d10
-Range: 20/30
-Properties: Reloadable (move/standard (5 rounds)), Minor Action: Basic Attack
Most of these are really close to eachother, especially carbine and rifle and yeah, I dunno about balance but just a quick thought.
I’m extremely intrigued. How do you incorporate what are essentially sword and dagger based classes into a pre- to civil war era technology? Enquiring minds want to know!Fallen Seraph said:Thanks, yeah, lol, I don't expect the majority of D&D campaigns to go so far into the technological future as mine does; firearms, electricity, factories, trains, etc.
Essentially, I make it seem like it isn't a new thing, this technology. Everyone has some knowledge and training in technology and have adapted themselves to it.Doc_Klueless said:I’m extremely intrigued. How do you incorporate what are essentially sword and dagger based classes into a pre- to civil war era technology? Enquiring minds want to know!
Sure thing, that would be great. But you'd have to be sure to give credit also everyone who contributed...my original idea sucked pretty hard.malcolm_n said:What you're coming up with here is pretty cool. Any chance we could include these in our write-up for original creations? Full credit to OP of course for the initial inspiration.
Any chance of getting a handful of feats to add to this thread? Because that would rock.Andur said:For Flintlocks, Matchlocks, Blunderbuss etc. make them an encounter power, nice and simple, even if a tad "slow on the reload" for a 5 minute encounter. You can add a feat like "Brace of Pistols" to allow an extra use of the Power each encounter.
For more modern firearms (postbellum) simply make them an at will ranged power, so it will draw AoO if used adjacent to an enemy. You can then add encounter powers like "Suppressive Fire", "Double Barrel Whammy", "Bump Fire", "Speed Fire", etc.
For spectacular firearm feats you could turn it into daily powers, things like "Sniper Shot", reason it is a daily is everything has to be cleaned and matched back up in order to get the precision bonus again, or Gatling Gun in which the barrels have to be rerifled after each use.
As long as you make getting into close combat not too deadly, and make firearms sub-optimal in close combat, everything should turn out fine.
I'd fo with encounter type powers for your volley and then hand to hand scenario...
Blunderbuss, Breechloader
(Simple Melee Weapon)
Proficency: ?2 (as club)
Cost: ?200 gp (~twice as much as a regular blunderbuss?)
Weight: 10 lb.
Category: ?Spear/Club
Properties: two-handed
A slightly more modern version of the standard blunderbuss, the barrel of this weapon is designed to unlock and hinge open near the stock, allowing it to be loaded from the back of the barrel (the breech.) This allows the weapon to be reloaded more quickly with special paper cartridges, than it could have been with bulk powder, shot, and a packing rod. It is otherwise identical to the common blunderbuss (iron barrel, wooden stock, and a flintlock or wheel-lock firing mechanism.)
Slam (standard; at-will)
Melee vs. AC; 2d4 bludgeoning
Discharge (standard; recharge
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Range 10; range vs. AC; target up to 2 adjacent foes; 2d6 + Dex piercing damage.
Musket, Breechloader
(Simple Melee Weapon)
Proficency: ?2 (as spear)
Cost: ?200 gp (~twice as much as a heavy musket?)
Weight: 8 lb.
Category: ?Spear/Club
Properties: two-handed
A slightly more modern version of the heavy musket, the barrel of this weapon is designed to unlock and hinge open near the stock, allowing it to be loaded from the back of the barrel. This allows the weapon to be reloaded more quickly with special paper cartridges. It is otherwise identical to the heavy musket (iron barrel with wooden stock, a flintlock or wheel-lock firing mechanism and a long, spiked bayonet near the muzzle.)
Slam (standard; at-will)
Melee vs. AC; 1d8 piercing (with bayonet) or 2d4 bludgeoning
Discharge (standard; recharge
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Range 10; range vs. AC; 2d8 + Dex piercing damage and the target is pushed back 1 square.
Ammunition
Cartridge (powder or shot, for breechloaders)
10 rounds cost 15 gp and weigh 1 pound.
These are small, tube-shaped packages of waterproof waxed paper, twisted closed at both ends (like pieces of candy.) Each cartridge contains the pre-measured amounts of blasting powder, packing, and lead to discharge one round through a breechloading blunderbuss or musket. To use, the marksman bites off the end of the package containing the blasting powder (this end is typically colored red), and inserts it into the breech of the weapon. Since there is no need to measure powder or use a packing rod, this allows the weapon to be reloaded much more quickly and easily.