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<blockquote data-quote="Fenris" data-source="post: 5249174" data-attributes="member: 2820"><p>Ok, finally picked up the print version of TB and got a chance to really dig into it. It is everything I wanted it to be. Enough of GT and MH along with the familiarity of 3.5. This will be my preferred choice of game from now on. Thanks Wulf and Glassjaw.</p><p></p><p>Now one question for the group. I am going to run a pirate style game, in TB. I want to include firearms. Now I want my firearms to be much like they were historically and in the movies, fire once them use it as a club or draw your sword. However I do want to let the rare PC who wants to really specialize make it work every turn. I already know how Wulf would feel about using gold to limit the availability so let's toss that out. Ranged weapons aren't covered in the TB analysis but we can make some extrapolations.</p><p></p><p>Seems like for a simple weapon (yes I think firearms should be simple) going up a time increment (light crossbow to heavy crossbow) increases the damage. I want a firearm to have that bang for the buck but be slow, my base line is a 4 round reload. Three moves up the damage chart shows a 3d6. Make that the base line for say a musket and drop it one to 2d8 for a pistol. I am not very interested in making more firearms than a pistol and a musket. </p><p></p><p>That should be pretty good for a shop keeper to have one ready for a robber and enough that a PC will want one or two to fire before melee starts. Now I would make a pistol not provoke an AoO. For muskets should it provoke or simple not be able to be used against an adjacent foe? I was thinking ranges about 30 ft for pistols and 120 ft for muskets, seem fair?</p><p></p><p>So here were my two ideas on reloading. Opinions on how each would work in TB welcome.</p><p></p><p>Either have a series of feats, firearms reload, improved, greater that lowers the reload time to 2 rounds, 1 round, and a move action for one firearm. That should let a dedicated PC fire every round. But I can't see it being effective at lower levels or even at higher levels giving up the iterative attacks. But it does fit the thematic material.</p><p></p><p>The other idea was to start at 4 rounds and impose a -2 to hit penalty for each round less than that is spent reloading. A -8 to hit is pretty bad at low levels but so as big a deal at high levels.</p><p></p><p>So other than me over thinking this <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> any thoughts?</p></blockquote><p></p>
[QUOTE="Fenris, post: 5249174, member: 2820"] Ok, finally picked up the print version of TB and got a chance to really dig into it. It is everything I wanted it to be. Enough of GT and MH along with the familiarity of 3.5. This will be my preferred choice of game from now on. Thanks Wulf and Glassjaw. Now one question for the group. I am going to run a pirate style game, in TB. I want to include firearms. Now I want my firearms to be much like they were historically and in the movies, fire once them use it as a club or draw your sword. However I do want to let the rare PC who wants to really specialize make it work every turn. I already know how Wulf would feel about using gold to limit the availability so let's toss that out. Ranged weapons aren't covered in the TB analysis but we can make some extrapolations. Seems like for a simple weapon (yes I think firearms should be simple) going up a time increment (light crossbow to heavy crossbow) increases the damage. I want a firearm to have that bang for the buck but be slow, my base line is a 4 round reload. Three moves up the damage chart shows a 3d6. Make that the base line for say a musket and drop it one to 2d8 for a pistol. I am not very interested in making more firearms than a pistol and a musket. That should be pretty good for a shop keeper to have one ready for a robber and enough that a PC will want one or two to fire before melee starts. Now I would make a pistol not provoke an AoO. For muskets should it provoke or simple not be able to be used against an adjacent foe? I was thinking ranges about 30 ft for pistols and 120 ft for muskets, seem fair? So here were my two ideas on reloading. Opinions on how each would work in TB welcome. Either have a series of feats, firearms reload, improved, greater that lowers the reload time to 2 rounds, 1 round, and a move action for one firearm. That should let a dedicated PC fire every round. But I can't see it being effective at lower levels or even at higher levels giving up the iterative attacks. But it does fit the thematic material. The other idea was to start at 4 rounds and impose a -2 to hit penalty for each round less than that is spent reloading. A -8 to hit is pretty bad at low levels but so as big a deal at high levels. So other than me over thinking this :p any thoughts? [/QUOTE]
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