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Firearms in D&D
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<blockquote data-quote="Desdichado" data-source="post: 1858725" data-attributes="member: 2205"><p>Ease of use, distinct flavor, reasonable verisimilitude (at least as much so as with other weapons in d20), and balance.</p><p></p><p>I posted a link to the actual rules, as interpreted for my setting (all I did really was rewrite the wording a bit, and change the names of the guns; the rules are essentially unchanged from the Freeport campaign setting), but in summary, they all do 2dx damage, take three full actions to reload (barring a feat that reduces it to one) and have a misfire chance, with a misfire table that ranges from essentially "fails to fire, try again next turn" to "blows up in your face doing full damage to you instead of your target. Oh, and your weapon is destroyed by the way." In play, we typically forget to do anything with the misfire table, but the guns certainly have a feel of "fire it once, get a reasonably big bang for your buck, and then put the gun away until the combat is over," which I think is a pretty appropriate use of "early firearms" in an adventuring, swashbuckling skirmish type of scenario, like D&D combats tend to be. If a character really wanted to, he could take the fast reload feat and be a firearms exclusive character, but he'd still only get one attack every three rounds, which means that in terms of average damage dealing ability, they're probably well below a good longbow over the course of a relatively prolonged combat.</p><p></p><p>Anyway, it has the feel I want for firearms anyway. Someone else may have a different vision of what firearms should be like. To me, though, where I consciously tried to promote a <em>Three Musketeers</em> or <em>Pirates of the Caribbean</em> vibe in my game, they're perfect.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 1858725, member: 2205"] Ease of use, distinct flavor, reasonable verisimilitude (at least as much so as with other weapons in d20), and balance. I posted a link to the actual rules, as interpreted for my setting (all I did really was rewrite the wording a bit, and change the names of the guns; the rules are essentially unchanged from the Freeport campaign setting), but in summary, they all do 2dx damage, take three full actions to reload (barring a feat that reduces it to one) and have a misfire chance, with a misfire table that ranges from essentially "fails to fire, try again next turn" to "blows up in your face doing full damage to you instead of your target. Oh, and your weapon is destroyed by the way." In play, we typically forget to do anything with the misfire table, but the guns certainly have a feel of "fire it once, get a reasonably big bang for your buck, and then put the gun away until the combat is over," which I think is a pretty appropriate use of "early firearms" in an adventuring, swashbuckling skirmish type of scenario, like D&D combats tend to be. If a character really wanted to, he could take the fast reload feat and be a firearms exclusive character, but he'd still only get one attack every three rounds, which means that in terms of average damage dealing ability, they're probably well below a good longbow over the course of a relatively prolonged combat. Anyway, it has the feel I want for firearms anyway. Someone else may have a different vision of what firearms should be like. To me, though, where I consciously tried to promote a [i]Three Musketeers[/i] or [i]Pirates of the Caribbean[/i] vibe in my game, they're perfect. [/QUOTE]
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