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Firearms help needed please
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<blockquote data-quote="Fanaelialae" data-source="post: 7214919" data-attributes="member: 53980"><p>I added a tweaked version of the Gunslinger (the one used by Taliesin) to my game. I haven't had anyone play it yet, although one player has expressed interest.</p><p></p><p>I rewrote the guns for that as well. The more advanced guns, in order to distinguish them, have the Loud and Bloody properties. Loud is pretty much what it sounds like (pun intended). All of the advanced guns use either 2d4 or 2d6 for damage, and the Bloody trait allows you to, if you roll doubles, roll the damage dice again and add to the original amount (exploding dice). I worked out the math and it's a relatively modest damage increase. In the case of crits (where you're rolling 4d4 or 4d6), all matching dice get rerolled. To offset this, each gun has a misfire chance which causes it jam/foul on a low roll (that's straight from the original Sharpshooter). </p><p></p><p>Something I just thought of, while reading this thread, is that a small change to the Bloody trait would allow a greater variety of dice. You could change Bloody so that the damage is a single die, but you roll an additional die and take the higher of the two (like advantage). On a matching roll, the dice would explode as described above. EDIT: VERY roughly speaking, this would be in the ballpark of +2 damage (ie, a 1d6 weapon deals an average of 3.5 damage before crits are factored in, whereas a 1d6 Bloody weapon deals an average around 5.34 damage before crits). Note that this is over the long term, when exploding dice are factored in.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 7214919, member: 53980"] I added a tweaked version of the Gunslinger (the one used by Taliesin) to my game. I haven't had anyone play it yet, although one player has expressed interest. I rewrote the guns for that as well. The more advanced guns, in order to distinguish them, have the Loud and Bloody properties. Loud is pretty much what it sounds like (pun intended). All of the advanced guns use either 2d4 or 2d6 for damage, and the Bloody trait allows you to, if you roll doubles, roll the damage dice again and add to the original amount (exploding dice). I worked out the math and it's a relatively modest damage increase. In the case of crits (where you're rolling 4d4 or 4d6), all matching dice get rerolled. To offset this, each gun has a misfire chance which causes it jam/foul on a low roll (that's straight from the original Sharpshooter). Something I just thought of, while reading this thread, is that a small change to the Bloody trait would allow a greater variety of dice. You could change Bloody so that the damage is a single die, but you roll an additional die and take the higher of the two (like advantage). On a matching roll, the dice would explode as described above. EDIT: VERY roughly speaking, this would be in the ballpark of +2 damage (ie, a 1d6 weapon deals an average of 3.5 damage before crits are factored in, whereas a 1d6 Bloody weapon deals an average around 5.34 damage before crits). Note that this is over the long term, when exploding dice are factored in. [/QUOTE]
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