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General Tabletop Discussion
D&D Older Editions
Firearms in 4E
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<blockquote data-quote="IanArgent" data-source="post: 4654208" data-attributes="member: 21673"><p>4E is probably one of the easiest editions of D&D to have blackpowder firearms in. </p><p></p><p>Let's see:</p><p>Blackpowder pistol * Simple Ranged Weapon</p><p></p><p>cost: 50 gp</p><p>Damage: 1d8</p><p>Proficient: 0 (Special - if used with a power that targets AC that power instead targets Reflex)</p><p>Range: 10/20</p><p>Properties: Load Special (may not be reloaded in combat), counts as a crossbow for rogue powers and class features</p><p>Weight 5 lbs</p><p></p><p>Blackpowder musket * Simple Ranged Weapon</p><p>Cost: 75 gp</p><p>Damage: 1d10</p><p>Proficient: 0 (Special - if used with a power that targets AC that power instead targets Reflex)</p><p>Range: 15/30</p><p>Properties: Load Special (may not be reloaded in combat), counts as a crossbow for rogue powers and class features</p><p>Weight: 10 lbs</p><p></p><p>Blackpowder rifle * Superior Ranged Weapon</p><p>Cost: 100 gp</p><p>Damage: 1d10</p><p>Proficient: +1 (Special - if used with a power that targets AC that power instead targets Reflex)</p><p>Range: 20/40</p><p>Properties: Load Special (may not be reloaded in combat - a character may reload only one blackpowder rifle per short rest), counts as a crossbow for rogue powers and class features</p><p>Weight: 10 lbs</p><p></p><p>Blackpowder charge * Alchemical Ammo</p><p>Formula cost 20 gp</p><p>Component Cost 1 sp</p><p>Level 1</p><p>Requires the Alchemist Feat to create</p><p></p><p>No blackpowder weapon may be used in an attack or with a power that would consume more than one charge of powder when that attack or power is used with a blackpowder weapon</p><p></p><p></p><p>About as "realistic" as I feel like getting with firearms in D&D.</p><p></p><p>First: Yes, they're simple weapons - the reason firearms became popular almost immediately upon invention is that, unlike bows or even crossbows, they didn't require much training. (The rifle being an exception - I would say in the hands of an untrained user it should count as a musket). This despite firearms not improving on a trained bowman or crossbowman until rather late, historically-speaking. They're also handier and easier to transport (though that's not really an issue in D&D per se), and the ammo is much less bulky.</p><p></p><p>Lack of proficiency bonus should balance out the targeting of a NAD.</p><p></p><p>Damage deliberately modeled on that of a crossbow and longbow; ranges deliberately shortened. I want these to be options, not must-haves. Goal is to make them interesting, especially for certain types of characters. Specifically, the rogue clause allows for pirates built on Rogue class</p><p></p><p>Forked from: <a href="http://www.enworld.org/forum/showpost.php?postid=4653640" target="_blank"> Non-Gunpowder Explosives in Fantasy </a></p></blockquote><p></p>
[QUOTE="IanArgent, post: 4654208, member: 21673"] 4E is probably one of the easiest editions of D&D to have blackpowder firearms in. Let's see: Blackpowder pistol * Simple Ranged Weapon cost: 50 gp Damage: 1d8 Proficient: 0 (Special - if used with a power that targets AC that power instead targets Reflex) Range: 10/20 Properties: Load Special (may not be reloaded in combat), counts as a crossbow for rogue powers and class features Weight 5 lbs Blackpowder musket * Simple Ranged Weapon Cost: 75 gp Damage: 1d10 Proficient: 0 (Special - if used with a power that targets AC that power instead targets Reflex) Range: 15/30 Properties: Load Special (may not be reloaded in combat), counts as a crossbow for rogue powers and class features Weight: 10 lbs Blackpowder rifle * Superior Ranged Weapon Cost: 100 gp Damage: 1d10 Proficient: +1 (Special - if used with a power that targets AC that power instead targets Reflex) Range: 20/40 Properties: Load Special (may not be reloaded in combat - a character may reload only one blackpowder rifle per short rest), counts as a crossbow for rogue powers and class features Weight: 10 lbs Blackpowder charge * Alchemical Ammo Formula cost 20 gp Component Cost 1 sp Level 1 Requires the Alchemist Feat to create No blackpowder weapon may be used in an attack or with a power that would consume more than one charge of powder when that attack or power is used with a blackpowder weapon About as "realistic" as I feel like getting with firearms in D&D. First: Yes, they're simple weapons - the reason firearms became popular almost immediately upon invention is that, unlike bows or even crossbows, they didn't require much training. (The rifle being an exception - I would say in the hands of an untrained user it should count as a musket). This despite firearms not improving on a trained bowman or crossbowman until rather late, historically-speaking. They're also handier and easier to transport (though that's not really an issue in D&D per se), and the ammo is much less bulky. Lack of proficiency bonus should balance out the targeting of a NAD. Damage deliberately modeled on that of a crossbow and longbow; ranges deliberately shortened. I want these to be options, not must-haves. Goal is to make them interesting, especially for certain types of characters. Specifically, the rogue clause allows for pirates built on Rogue class Forked from: [url=http://www.enworld.org/forum/showpost.php?postid=4653640] Non-Gunpowder Explosives in Fantasy [/url] [/QUOTE]
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