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Firearms: Yes or No
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<blockquote data-quote="Tzarevitch" data-source="post: 1561640" data-attributes="member: 1792"><p>Honestly I think a lot of people are making much ado about nothing with regard to firearms. The game adjusts just fine. I run a steampunk Planescape game with @1900s level technology and magic side-by-side.</p><p></p><p>I use the following basic stats for my firearms:</p><p>Derringer (double barrel) 1d6 x3 10' range</p><p>Light Pistol (revolver) 1d8 x3 30' range</p><p>Heavy Pistol (revolver) 1d10 x3 50' range</p><p>Light Carbine (repeater) 2d6 x3 200' range</p><p>Heavy Carbine (repeater) 2d8 x3 250' range</p><p>Sharpshooting Rifle 2d12 x4 300' range</p><p>Elephant Gun (Double Barrel) 2d12 x3 200' range</p><p>Gatling Gun 2d12 x4 200' range</p><p>Grenade Launcher (damage per grenade type) 50' minimum range</p><p></p><p>Obviously gun crits are nasty things.</p><p></p><p>Shotguns use special rules but they inflict about 2d6 19-20/x2 3d6 if double barrel. Quad barrels inflict 5d6. Ranges for shotguns are very short and damage peters out at about 100'. </p><p></p><p>Honestly I have found that firearms work just fine alongside of magic. They DO change the way both the DM and the players operate though. Low level opponents are capable of inflicting significant damage at long ranges and long range fire is no longer relegated to spellcasters and wand-users. </p><p></p><p>Firearms in my game are also no more expensive than swords so farmers and commoners tend to have a shotgun or rifle stored in their houses for self-defense. Obviously the ranged combat feats now come into their own and Quickdraw is a vital feat for everyone to have. Deflect Arrows is also very useful. Heavy melee weaons remain in use primarily for fighters, barbarians and their ilk. Light weapons see little use except for ornamentation or self-defense. Bows remain useful for characters who are strong (and elves). Crossbows are only really used by assassins who want a stealth kill.</p><p></p><p>As far as classes go, fighters tend to use both firearms and melee weapons and take feats to support both. Most non-fighters don't melee if they can avoid it. Barbarians are kind of stuck. They have to melee if they can because rage doesn't help them with a gun. Most of them use a gun until they get close enough for "real fighting". Most others use pistols or shotguns exclusively and only use a melee weapon for self-defense or in desperation. </p><p></p><p>As far as opponents go, with a heavy firearms campaign the DM has to use fewer dumb brute animals and use NPCs instead. Creatures can be used but the DM has to be mindful that a batch of PCs with repeating carbines can bring down creatures from a safe range. Don't expect a dumb animal to be a challenge. The DM also has to re-equip weapon using monsters to keep up with the times. (The PCs have yet to run into my marilith gunfighters with 6 pistols and rapid shot. They HAVE run into my gatling gun-equipped golems through.) </p><p></p><p>Lastly, firearms are not for everyone. Barbarians can use firearms but they aren't at their best with them. Similarly giants and other very high-strength creatures are better with bows or hurled boulders because they can take full advantage of their strength. Except at low levels, arcane spellcasters have enough boom on their own that they don't need firearms (although most carry one in case of emergency). </p><p></p><p>Common availability of modern firearms has also generated significant other changes in my game. For example, the Bloodwar still rages as always but they fight now with ironclad dreadnoughts that battle for control of the Styx and the other waterways of the lower planes. Zepplelin bombers pass overhead and rain death down from above. The landmasses on the lower planes look like the Western Front in WWI as trenches and machine gun pillboxes litter most of the plane. Both sides breed tieflings and shuffle them off to the front to serve as rifle-infantry as most of the lower order fiends either lack hands, are too small or too stupid to use firearms. </p><p></p><p>My players and I have found that firearms have added a new layer of fun to our game. I know not everyone agrees but those who don't should try it before they knock it. </p><p></p><p>Tzarevitch</p></blockquote><p></p>
[QUOTE="Tzarevitch, post: 1561640, member: 1792"] Honestly I think a lot of people are making much ado about nothing with regard to firearms. The game adjusts just fine. I run a steampunk Planescape game with @1900s level technology and magic side-by-side. I use the following basic stats for my firearms: Derringer (double barrel) 1d6 x3 10' range Light Pistol (revolver) 1d8 x3 30' range Heavy Pistol (revolver) 1d10 x3 50' range Light Carbine (repeater) 2d6 x3 200' range Heavy Carbine (repeater) 2d8 x3 250' range Sharpshooting Rifle 2d12 x4 300' range Elephant Gun (Double Barrel) 2d12 x3 200' range Gatling Gun 2d12 x4 200' range Grenade Launcher (damage per grenade type) 50' minimum range Obviously gun crits are nasty things. Shotguns use special rules but they inflict about 2d6 19-20/x2 3d6 if double barrel. Quad barrels inflict 5d6. Ranges for shotguns are very short and damage peters out at about 100'. Honestly I have found that firearms work just fine alongside of magic. They DO change the way both the DM and the players operate though. Low level opponents are capable of inflicting significant damage at long ranges and long range fire is no longer relegated to spellcasters and wand-users. Firearms in my game are also no more expensive than swords so farmers and commoners tend to have a shotgun or rifle stored in their houses for self-defense. Obviously the ranged combat feats now come into their own and Quickdraw is a vital feat for everyone to have. Deflect Arrows is also very useful. Heavy melee weaons remain in use primarily for fighters, barbarians and their ilk. Light weapons see little use except for ornamentation or self-defense. Bows remain useful for characters who are strong (and elves). Crossbows are only really used by assassins who want a stealth kill. As far as classes go, fighters tend to use both firearms and melee weapons and take feats to support both. Most non-fighters don't melee if they can avoid it. Barbarians are kind of stuck. They have to melee if they can because rage doesn't help them with a gun. Most of them use a gun until they get close enough for "real fighting". Most others use pistols or shotguns exclusively and only use a melee weapon for self-defense or in desperation. As far as opponents go, with a heavy firearms campaign the DM has to use fewer dumb brute animals and use NPCs instead. Creatures can be used but the DM has to be mindful that a batch of PCs with repeating carbines can bring down creatures from a safe range. Don't expect a dumb animal to be a challenge. The DM also has to re-equip weapon using monsters to keep up with the times. (The PCs have yet to run into my marilith gunfighters with 6 pistols and rapid shot. They HAVE run into my gatling gun-equipped golems through.) Lastly, firearms are not for everyone. Barbarians can use firearms but they aren't at their best with them. Similarly giants and other very high-strength creatures are better with bows or hurled boulders because they can take full advantage of their strength. Except at low levels, arcane spellcasters have enough boom on their own that they don't need firearms (although most carry one in case of emergency). Common availability of modern firearms has also generated significant other changes in my game. For example, the Bloodwar still rages as always but they fight now with ironclad dreadnoughts that battle for control of the Styx and the other waterways of the lower planes. Zepplelin bombers pass overhead and rain death down from above. The landmasses on the lower planes look like the Western Front in WWI as trenches and machine gun pillboxes litter most of the plane. Both sides breed tieflings and shuffle them off to the front to serve as rifle-infantry as most of the lower order fiends either lack hands, are too small or too stupid to use firearms. My players and I have found that firearms have added a new layer of fun to our game. I know not everyone agrees but those who don't should try it before they knock it. Tzarevitch [/QUOTE]
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