So me historical experts taking damage from a fire ball. Most of the armour stuff in the game is bs too. Do like them don't let them in your campaign, or don't use them.One of the problems with the Renaissance Firearms is that they reload too fast. Historically experts could fire a musket about 3 times per minute. That roughly translates into taking 2 rounds to reload. But for the sake of record-keeping and ease of play at tables reload time could be reduced to 1 round.
I don't they should take bonus actions to reload as I want firearm combat to involve swords as necessary backup weapons, and having bayonets see use.
I assume the reason this was not implemented RAW is because sitting out a turn doing nothing isn't fun. The way things are, you're at least getting a chance to get a hit in every turn.I suggest musket 2 actions to reload, pistol 1 action to reload (but make the pistol a Light weapon), and increase musket damage to 2d8. A musket ball was a massive chunk of lead you definitely did not want to get hit by, but definitely not a practical skirmish weapon beyond the first shot! To be kind to high level warriors I'd let them use 1 attack for a reload action, so a Fighter-20 could potentially shoot a musket twice in 6 seconds!
Edit: And if you want heavy crossbows resembling historical ones they should be at least as slow as the musket, and do a lot more than 1d10 damage, likewise - I use 2d10 at short range (unlike a musket ball x-bow bolt effectiveness drops off fast with range). The 5e stats make them more like (slightly less) light crossbows.
Well for a renaissance setting the weapons need to be a lot cheaper, and count as simple weapons. PCs should be using a brace of pistols, and I wouldn't expect a PC to carry a musket, it's more something you'd see an enemy squad carrying.I assume the reason this was not implemented RAW is because sitting out a turn doing nothing isn't fun. The way things are, you're at least getting a chance to get a hit in every turn.
Besides, the only classes that can use the DMG Renaissance firearms to their full potential are Rogues who took Weapon Master to get proficiency, and maybe Tempest, War, and Death Clerics using Divine Strike tk shore up the damage? Jacking up the reload time would punsih even them for using those firearms, which are pretty suboptimal for everybody else. Sure they have a bigger damage die, but almodt everybody who can use them also wants to use Extra Attack, and the ammo is way more expensive than it's worth.
Yeah... black powder is dangerous stuff to play with. However a DM should require them to spend a lot of time studying how to blow things up. It's not as easy as setting a keg of powder in the middle of a bridge and setting it off.I generally find that the greatest issue with introducing (balanced) firearms to a setting is rarely the firearm itself.
- Its making gunpowder readily available to the PCs that tends to have worse knock-on effects than just reskinning a hand crossbow.
I'm fine with having a round or 2 sitting out reloading, there's a reason pistols were often used with swords and muskets had bayonets. I want to encourage such things.I assume the reason this was not implemented RAW is because sitting out a turn doing nothing isn't fun. The way things are, you're at least getting a chance to get a hit in every turn.
Agreed. And I think @jmartkdr really hit it on the head when we pointed out that,I hope the OP ignores most of this thread, and just uses the weapons in the DMG and doesn't try to make them "realistic".
The problem with firearms in DnD is they can really be only one of the following three things:
1. Balanced for gameplay,
2. Historically accurate,
3. True to the Hollywood tropes of guns.
So you need to pick one and run with that.
There's limitation on how 5e is and there's no equivalent of D20 Modern to compare against like there was in 3e. But generally I think reloading a gun could be seen as wasting an action. I realize that beyond 1 action to reload (and that's being generous), the only longer length of time that's worth bothering with is "out of combat", based on all the problems with tracking which round someone is on reloading.As for making firearms realistic, that can be fine, and it can be fun if you're into that. Big warning though, not everyone wants to have that much realism in their game. And, if you do make them more realistic, don't expect a character to actually reload a gun in combat (especially if it's a pistol). But, if you go realistic you might want to give the gun advantage on attack rolls against armored foes to play up their armor-piercing quality (and to really make it actually worth something to use one, and to consider reloading it).