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Firearms that make sense?

shivamuffin

First Post
My campaign is at an 18th century tech level ( Tricorn hats and muskets, yay! )...I modified firearms a bit....Suggestions here would be welcome as well...Let me have it!

BLUNDERBUS:

Damage: 3d10 at short range/ 2d10 medium/1d10 long
Critical: x3
Ranges: 25ft/50ft/75ft
ROF: 1/5 ( 1/10 untrained )
Special: Knockdown at short range ( Reflex Save DC 20, creatures size S or M )/ 10ft spread at medium range/ broken glass, nails, gravel, and lead balls may be used as ammunition.

PISTOL:

Damage: 1d10
Critical: x3
Ranges: 50ft/100ft/150ft
ROF: 1/5 ( 1/10 untrained )
Special: NA

MUSKET:

Damage: 2d10
Critical: x3
Ranges: 150ft/300ft/450ft
ROF: 1/5 ( 1/10 untrained )
Special: NA


For those of you that really want to explore 16th - 18th century
tech levels and firearms...I recommend this site...I liked it so much that I put a link on my own site...the rules for firearms, cannons, and naval combat are excellent. Although I changed cannon damage dice to d10 instead of d6 in my own campaign.

http://www.catspawcomics.com/sept/sept.html
 

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