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Firearms help needed please
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<blockquote data-quote="Rodney Mulraney" data-source="post: 7214802" data-attributes="member: 6904821"><p>Hi,</p><p></p><p>I love 5e D&D, but we tend to prefer to play in modern/futuristic times recently. So we started to use the UA:Modern Magic rules, and the stuff in the DMG about firearms and grenades and stuff.</p><p></p><p>First problem we ran into was that hacking rules were being operated on in the UA:MM article, but were not specified, so we added them. That was easily solved.</p><p></p><p>The second problem is proving quite difficult to solve. This is the problem with the firearms in the DMG. The modern and futuristic weapons are ridiculously overpowered. All classes have to take them at low level, and martial classes scale base weapon dmg up to increase their chars dmg as they increase in level. Whilst wizards will find their cantrips will be more powerful than guns at later levels, the martial classes just keep scaling their gun damage up and remain completely overpowered as a result.</p><p></p><p>modern and future guns just dont fit in with the mechanics of 5e at all.</p><p></p><p>I've read lots of forum posts etc, where they try to rationalise some way to make firearms work in 5e. The obvious and simple solution is to just set their dmgs as equivalent to shortbows/longbows/crossbows, but that seems to lose the flavour of guns.</p><p></p><p>The original author of the UA:MM article has another article on a webpage that describes damage reduction and resistant armours for ballistic dmg, a new dmg type that guns do to try to reduce their dmg, this doesnt work without rewritting the monster manual ofcourse. He also talks about an "aim" bonus action - so only once per turn round they do OP dmg, and then it trails off, whilst this might mitigate the problem slightly, and ive not done the math, I'm guessing the math will show it is not solving the problem, only adding needless complication and game slow down.</p><p></p><p>Talking about about complications and game slow downs; another popular solution is to introduce a whole host of varying complication complexities. I hope the math works out, but I feel it breaks the spirit of 5e. Critical role; Matt Mercer, had Tailsins class like that, and his turn always bogged down the game with delays and complex tallies and whatnot.</p><p></p><p>We have tried various ways to fix firearms, but so far nothing either feels right or is balanced.</p><p></p><p>If anyone has thought about this and can offer any advice, I would greatly appreciate it.</p><p></p><p>My latest idea is something like this:</p><p></p><p>* Firearms are loud (sounds)</p><p>* Future firearms are loud (energy signatures), and only do modern firearm damage (3dX is just too much!)</p><p></p><p>* All firearms have the "Firearm" property</p><p></p><p>* "Firearm": new weapon property: You do not add your strength or dexterity modifier to attack rolls or damage rolls for this weapon.</p><p></p><p>Any advice, great appreciated, thanks.</p></blockquote><p></p>
[QUOTE="Rodney Mulraney, post: 7214802, member: 6904821"] Hi, I love 5e D&D, but we tend to prefer to play in modern/futuristic times recently. So we started to use the UA:Modern Magic rules, and the stuff in the DMG about firearms and grenades and stuff. First problem we ran into was that hacking rules were being operated on in the UA:MM article, but were not specified, so we added them. That was easily solved. The second problem is proving quite difficult to solve. This is the problem with the firearms in the DMG. The modern and futuristic weapons are ridiculously overpowered. All classes have to take them at low level, and martial classes scale base weapon dmg up to increase their chars dmg as they increase in level. Whilst wizards will find their cantrips will be more powerful than guns at later levels, the martial classes just keep scaling their gun damage up and remain completely overpowered as a result. modern and future guns just dont fit in with the mechanics of 5e at all. I've read lots of forum posts etc, where they try to rationalise some way to make firearms work in 5e. The obvious and simple solution is to just set their dmgs as equivalent to shortbows/longbows/crossbows, but that seems to lose the flavour of guns. The original author of the UA:MM article has another article on a webpage that describes damage reduction and resistant armours for ballistic dmg, a new dmg type that guns do to try to reduce their dmg, this doesnt work without rewritting the monster manual ofcourse. He also talks about an "aim" bonus action - so only once per turn round they do OP dmg, and then it trails off, whilst this might mitigate the problem slightly, and ive not done the math, I'm guessing the math will show it is not solving the problem, only adding needless complication and game slow down. Talking about about complications and game slow downs; another popular solution is to introduce a whole host of varying complication complexities. I hope the math works out, but I feel it breaks the spirit of 5e. Critical role; Matt Mercer, had Tailsins class like that, and his turn always bogged down the game with delays and complex tallies and whatnot. We have tried various ways to fix firearms, but so far nothing either feels right or is balanced. If anyone has thought about this and can offer any advice, I would greatly appreciate it. My latest idea is something like this: * Firearms are loud (sounds) * Future firearms are loud (energy signatures), and only do modern firearm damage (3dX is just too much!) * All firearms have the "Firearm" property * "Firearm": new weapon property: You do not add your strength or dexterity modifier to attack rolls or damage rolls for this weapon. Any advice, great appreciated, thanks. [/QUOTE]
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