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Firearms in 4E
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<blockquote data-quote="Kraydak" data-source="post: 4659429" data-attributes="member: 12306"><p>The defining qualities of early (but established, non-curiosity) firearms were very high damage (high W, and either high accuracy or attacks vs reflex) at very long range. The drawback was extremely slow RoF.</p><p></p><p>So how about the following:</p><p>Firearms are available only in magic versions, with the same enchantments available as crossbows. They are priced as items 1 level lower (a lvl 0, +1 firearm price=1/5 a lvl 4 item price=168gp, and +7 firearms are available as lvl 30 items).</p><p></p><p>Stats:</p><p>proficiency: special</p><p>damage: pistols 1d10, brutal 1, high crit</p><p>muskets 2d6, brutal 1, high crit </p><p>range: pistols 20/40</p><p>muskets 40/80</p><p></p><p>Special: a firearm can only be used in conjunction with the "firearm" power.</p><p>Power (Encounter): free action: When wielding a firearm you can alter any ranged weapon attack that makes only a single attack. This replaces the Attack entry with +8/+11/+14 vs AC (H/P/E, note no ability score) and adds one additional W to the damage roll. Note that the above modifications DO NOT count the weapon's enhancement bonus, which gets added as normal for a weapon power.</p><p></p><p>This makes firearms very expensive (although still somewhat useful) for primarily ranged combatants, but lets a non-dex guy (melee ranger, ranger MCed fighter for example) make use of a ranged power, replacing his (pathetic) dex score in the attack with a flat to hit bonus and replacing his (pathetic) dex score in the damage with an extra W. This gives you a musketeer-esque character, who *has* ranged capabilities, but focuses on swordplay.</p><p></p><p>To tone the above up, boost the damage dice (eek!). To tone it down, remove the high crit and/or brutal.</p></blockquote><p></p>
[QUOTE="Kraydak, post: 4659429, member: 12306"] The defining qualities of early (but established, non-curiosity) firearms were very high damage (high W, and either high accuracy or attacks vs reflex) at very long range. The drawback was extremely slow RoF. So how about the following: Firearms are available only in magic versions, with the same enchantments available as crossbows. They are priced as items 1 level lower (a lvl 0, +1 firearm price=1/5 a lvl 4 item price=168gp, and +7 firearms are available as lvl 30 items). Stats: proficiency: special damage: pistols 1d10, brutal 1, high crit muskets 2d6, brutal 1, high crit range: pistols 20/40 muskets 40/80 Special: a firearm can only be used in conjunction with the "firearm" power. Power (Encounter): free action: When wielding a firearm you can alter any ranged weapon attack that makes only a single attack. This replaces the Attack entry with +8/+11/+14 vs AC (H/P/E, note no ability score) and adds one additional W to the damage roll. Note that the above modifications DO NOT count the weapon's enhancement bonus, which gets added as normal for a weapon power. This makes firearms very expensive (although still somewhat useful) for primarily ranged combatants, but lets a non-dex guy (melee ranger, ranger MCed fighter for example) make use of a ranged power, replacing his (pathetic) dex score in the attack with a flat to hit bonus and replacing his (pathetic) dex score in the damage with an extra W. This gives you a musketeer-esque character, who *has* ranged capabilities, but focuses on swordplay. To tone the above up, boost the damage dice (eek!). To tone it down, remove the high crit and/or brutal. [/QUOTE]
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