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<blockquote data-quote="DrJawaPhD" data-source="post: 9482128" data-attributes="member: 7044770"><p>Great question and I'm not the most useful there - I'm pretty good at assessing how a proposed homebrew option would be judged versus existing options from a powergaming perspective, but not that great at coming up with my own homebrew ideas. I've actually tried to homebrew my own additional gun options like you're doing here but never came up with anything I liked enough to justify adding it.</p><p></p><p>Looking at the existing Musket and Pistol, they're basically Heavy Crossbow and Longbow with damage die scaled up by d2 (i.e. d8 to d10) at the expense of much shorter range. There isn't much more design space here though. </p><ul> <li data-xf-list-type="ul">If you put Light on the Caviler then it's a Hand Crossbow with more damage / shorter range, at the expense of not qualifying for CBE feat.</li> <li data-xf-list-type="ul">Then if you put Nick on the Starwheel Pistol that's basically a ranged Scimitar, at the expense of not qualifying the dual wielder feat. This could be really interesting if you are ok with the "realism" of dual wielding Caviler + Starwheel Pistol (I'm not familiar enough with these weapons to know if this makes fantasy-sense or not)</li> <li data-xf-list-type="ul">For the Arquebus I'm not sure, to bump the damage dice you'd need to be at 2d8 and that just feels out of place since nothing else goes that high. Another option might be to up the damage dice even more to 2d12 but give no damage benefit from Dexterity modifier. If Arquebus was 2d12+0 at short range vs Musket's 1d12+5 (or less) at longer range then that might be a balanced trade-off? Hard to say</li> </ul><p>Another route you can take is just have them be underpowered weapons by comparison, but have players find them as magical weapons which then tips the scales but only when you're ready to introduce them.</p></blockquote><p></p>
[QUOTE="DrJawaPhD, post: 9482128, member: 7044770"] Great question and I'm not the most useful there - I'm pretty good at assessing how a proposed homebrew option would be judged versus existing options from a powergaming perspective, but not that great at coming up with my own homebrew ideas. I've actually tried to homebrew my own additional gun options like you're doing here but never came up with anything I liked enough to justify adding it. Looking at the existing Musket and Pistol, they're basically Heavy Crossbow and Longbow with damage die scaled up by d2 (i.e. d8 to d10) at the expense of much shorter range. There isn't much more design space here though. [LIST] [*]If you put Light on the Caviler then it's a Hand Crossbow with more damage / shorter range, at the expense of not qualifying for CBE feat. [*]Then if you put Nick on the Starwheel Pistol that's basically a ranged Scimitar, at the expense of not qualifying the dual wielder feat. This could be really interesting if you are ok with the "realism" of dual wielding Caviler + Starwheel Pistol (I'm not familiar enough with these weapons to know if this makes fantasy-sense or not) [*]For the Arquebus I'm not sure, to bump the damage dice you'd need to be at 2d8 and that just feels out of place since nothing else goes that high. Another option might be to up the damage dice even more to 2d12 but give no damage benefit from Dexterity modifier. If Arquebus was 2d12+0 at short range vs Musket's 1d12+5 (or less) at longer range then that might be a balanced trade-off? Hard to say [/LIST] Another route you can take is just have them be underpowered weapons by comparison, but have players find them as magical weapons which then tips the scales but only when you're ready to introduce them. [/QUOTE]
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