D&D 4E Firearms for the 4E Game (Contributions Welcome)


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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 think Reloadable (minor) is too good. If you think about it, that means a rifleman can move into position, fire, and reload all in the same round. That makes firearms only slightly less useful than all other weapons, but the increased damage probably makes up for it.

I think the wiser course is to require a move or standard action for reloading (at least at these damage levels). That will give you a fair balance between "realism" and balance.

--G
 

The reason why I was thinking minor is compared to a revolver or a repeating rifle. It is quite easy to slide a cartridge into the chamber with a rifle/carbine, or pop the barrel open of a shotgun and slide two cartridges in.

I figured too it was fairly balanced, since a longbow is a 1d10 as well, and it has no reload-required.
 

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.
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!
 

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!
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.

Cavalry for example, have slanted armour, not only to ricochet blows but also bullets. They usually can be seen charging in mass formation; firing cavalry carbines before reaching close range and bringing out their swords.

Fighters/Warlords and other close-range variants usually incorporate some manner of movement or training to miss bullets and/or reach their target without being fired at.

Similar thing is true with the Rogue and TWF-Ranger however they generally prefer to approach and engage in fast CQC style fighting, as they spring out of alleyways and doorways.

Essentially, if you have seen Equilibrium and the Gun-Kata in it, that is how close-range, melee characters work. They simply try the damndest not to get hit.

The reason they remain around and have not become extinct, is that while firearms are common; the highly industrialized society has meant mega-cities which means close-range fighting. It is also on the cusp of being archaic for mass-fighting, with charging knights on the cusp of being replaced by howitzers and gatling guns. The only reason it hasn't is there isn't mass warfare anymore, thus strategies and military doctrine hasn't changed.

"Archer" Rangers have obviously taken the route of using firearms in replacement of their bow in most matter, unless stealth is a priority. Though most classes have some manner of firearms, from Rogues with six-shooters to burly Fighters with a shotgun strapped to their back.

Magic Users, are well Magic Users. While the Wizard may have a six-shooter as a backup, or have some manner of technological device to help with casting they essentially remain the same. Though in my world, magic is extremely rare and is based around "Reality Fluxing" where a Magic User be it Arcane, Primal, Shadow, Divine, Psionic, etc. warps reality around them to cause their magic.

Most spells and manner of talking about magic, is closer to Victorian Spiritualism/Quasi-Science then archaic D&D wording. Ley lines, nexuses, reality, dimensions, etc, etc.

As for every-day technology outside of firearms, this will be covered by various things. From Skill-Checks (Dungeoneering may become a all around utility based one), to Rituals (Crafting), and various feats (either brand new ones or renamed ones).

I think that covers the basic thing, any specific questions just ask :)
 

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 :).
 


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 :).
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. :) The ideas I'm getting from this thread are awesome.
 

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...
Any chance of getting a handful of feats to add to this thread? Because that would rock.
 

A couple more.

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.)

:bmelee: Slam (standard; at-will)
Melee vs. AC; 2d4 bludgeoning

:ranged: Discharge (standard; recharge :5: :6: )
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.)

:bmelee: Slam (standard; at-will)
Melee vs. AC; 1d8 piercing (with bayonet) or 2d4 bludgeoning

:ranged: Discharge (standard; recharge :5: :6: )
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.

More thoughts...

The stats for these weapons in my previous post will have to be adjusted once the books come out. Some of the issues that remain:

- The proficiency values will have to be matched to spears (for the heavy musket) and clubs (for the blunderbuss). The only one I have any info on at the moment is the dagger (3).

- The cost will need to be adjusted as well. I don't know what the new economy looks like, so I have no way of setting the price tag for these weapons and their ammo. I would prefer that a good musket not be too expensive; they should be pricey but not beyond the reach of local militia or farmers, who would prefer them over swords and bows due to their ease of use.

- Do masterworked weapons exist in 4E? If so, what difference do they make?
~ Cost of weapon is doubled;
~ +1 to hit, just like in 3.5E;
~ Masterworked ammo?

- Are there any special materials? If so, what difference would they make as well? We can safely assume that silver bullets will be good against werewolves and vampires, for example, but in what way? What about cold iron, mithral, and adamantine?
~ Mithral weapons could weigh half as much as normal;
~ Adamantine bullets could ignore armor (Dex vs. Reflex instead of Ranged vs. AC);
~ Cold iron could be poisonous to fey (+1d6 poison damage);
 
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