I saw that. I'm ready and willing to take a chainsaw to these rules that I've improvised, pending new information.Mustrum_Ridcully said:Tomorrow (Wednesday) promises us a preview on the weapons for 4E. It might be a little too much to ask for, but maybe we'll find some ideas on handling firearms in 4E.
Some magic weapons have per-encounter abilities, I think. These firearms would work the same way, except they have a 'martial' power source (or 'alchemy', or 'technology', or something) instead.Kid Charlemagne said:Is there any evidence of any other kind of weapon having a "per encounter" sort of ability? I use firearms in my game, and I'll be looking to houserule in some things once I see (in more complete form) how the weapons work... My 3.5 rules are based on the Iron Kingdoms rules.
Here's a link to the rules they're based on: Iron Kingdom's FirearmsCleverNickName said:I'd like to see your house rules for firearms, if you have them handy.
Sir Brennen said:Here's a link to the rules they're based on: Iron Kingdom's Firearms
GiMiK1214 said:On revolvers: I've also used cap and ball revolvers, which aside from being no fun to clean (personal note, obviously not related to gameplay). Are good for 6 quick shots, but the reload for a cap and ball revolver is also a bit on the long side.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.