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Firearms in D&D
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<blockquote data-quote="mmadsen" data-source="post: 1869832" data-attributes="member: 1645"><p>Looks good:</p><p style="margin-left: 20px">Reloading a firearm is a slow process. Powder must be poured down the barrel and the lead shot rammed home. It take three full-round actions to reload a firearm, and the reload action provokes attacks of opportunity.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Characters with multiple attacks per round can use them only if they have several firearms ready to fire. In other words, a 7-th level fighter can take his two attacks only if he has two loaded pistols at the ready. This limitation also applies to characters with the Firearms Drill feat.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Firearms are still in their infancy, and are not always reliable. Whenever a 1 is rolled on a firearms attack roll, roll another d20 and consult the Firearms Misfire table.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Firearms Misfire Table</p> <p style="margin-left: 20px">D20 Result</p> <p style="margin-left: 20px">1-3 Kaboom! Weapon explodes, inflicting normal damage to the user.</p> <p style="margin-left: 20px">4-8 Fouled. The barrel becomes fouled. An hour must be spent cleaning it out before the weapon can be used again.</p> <p style="margin-left: 20px">9-12 Jammed. The clockwork firing mechanism jams. Clearing the jam requires 1d6 full-round actions. It may fire the round after clearing.</p> <p style="margin-left: 20px">13-16 Weak charge. Too little powder was used to prime the weapon, so the shot is fired to no effect. Reload as normal.</p> <p style="margin-left: 20px">17-20 Failed ignition. Either the firing mechanism fails to produce a spark or the powder simply fails to ignite. The weapon doesn't go off, but it can be fired again next round without having to reload.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">New Feat</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Firearms Drill [General]</p> <p style="margin-left: 20px">You have spent long hours drilling with firearms, making loading second nature.</p> <p style="margin-left: 20px">Prerequisite: Dex 13+</p> <p style="margin-left: 20px">Benefit: Each time you take this feat you can reduce your reload time by one full-round action. You cannot reduce the reload time to less than one full-round, however.</p> <p style="margin-left: 20px">Normal: It usually takes three full-round actions to reload a firearm. </p><p>I'd probably have them fail more often than one shot in 20 though -- maybe a wide fumble "threat" range (1-10) with a fumble confirmation roll against AC 10 or 15. That way, "green" conscripts misfire every fourth shot, and our heroes misfire...rarely.</p></blockquote><p></p>
[QUOTE="mmadsen, post: 1869832, member: 1645"] Looks good: [Indent]Reloading a firearm is a slow process. Powder must be poured down the barrel and the lead shot rammed home. It take three full-round actions to reload a firearm, and the reload action provokes attacks of opportunity. Characters with multiple attacks per round can use them only if they have several firearms ready to fire. In other words, a 7-th level fighter can take his two attacks only if he has two loaded pistols at the ready. This limitation also applies to characters with the Firearms Drill feat. Firearms are still in their infancy, and are not always reliable. Whenever a 1 is rolled on a firearms attack roll, roll another d20 and consult the Firearms Misfire table. Firearms Misfire Table D20 Result 1-3 Kaboom! Weapon explodes, inflicting normal damage to the user. 4-8 Fouled. The barrel becomes fouled. An hour must be spent cleaning it out before the weapon can be used again. 9-12 Jammed. The clockwork firing mechanism jams. Clearing the jam requires 1d6 full-round actions. It may fire the round after clearing. 13-16 Weak charge. Too little powder was used to prime the weapon, so the shot is fired to no effect. Reload as normal. 17-20 Failed ignition. Either the firing mechanism fails to produce a spark or the powder simply fails to ignite. The weapon doesn't go off, but it can be fired again next round without having to reload. New Feat Firearms Drill [General] You have spent long hours drilling with firearms, making loading second nature. Prerequisite: Dex 13+ Benefit: Each time you take this feat you can reduce your reload time by one full-round action. You cannot reduce the reload time to less than one full-round, however. Normal: It usually takes three full-round actions to reload a firearm. [/Indent] I'd probably have them fail more often than one shot in 20 though -- maybe a wide fumble "threat" range (1-10) with a fumble confirmation roll against AC 10 or 15. That way, "green" conscripts misfire every fourth shot, and our heroes misfire...rarely. [/QUOTE]
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