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<blockquote data-quote="Kobold Avenger" data-source="post: 7604741" data-attributes="member: 779"><p>It is about early firearms, maybe not really early firearms like Medieval Hand Cannons or Early Renaissance Matchlocks and Arquebuses, but when it's on muskets or things pirates might use then it's on the later Renaissance pushing into the Enlightenment, flintlocks and other such firearms. The Industrial Age or 1800's might be pushing farther than many peoples ideas on firearms in a campaign, but if it is then there's certainly breechloading, repeating rifles, cowboys shooting vampires, gentlemen or gentlewoman vs werewolves and the like.</p><p></p><p>But flintlocks are more in the era of something like a Gnome or Halfling Warlord/General trying to conquer the world, pirates on the high seas or skies, swashbuckling duels and intrigue and more.</p><p></p><p>You could go beyond even the Industrial Age, like World War I, but that likely pushes even more changes to the system beyond just dropping new weapons and not changing much of the other rules.</p><p></p><p>There's a bunch of things that go go in threads like this such as:</p><p>1. Those that think 1d10 and 1d12 make firearms too imbalanced</p><p>2. Those who've ignored that DMG page and assume firearms are instant death wands, and should do like 1d100 damage and blow up on a roll of 5 or less.</p><p>3. Those who drop the damage dice down by one step (I'd be fine with some firearms doing 1d8 damage).</p><p>4. Those who'd have firearms be respectively 2d6 and 2d8 damage.</p><p></p><p>Now I realize many of it happens to be in what rough era one wants to play it in. I could see guns doing anywhere between 1d8 and 2d8 damage, but I think DMG damage values are fine. </p><p></p><p>Of course the more one gets into the details, the more there's things like should Blunderbusses be a high damage/ short range weapon, or a cone area of effect that's resisted by a dex save.</p></blockquote><p></p>
[QUOTE="Kobold Avenger, post: 7604741, member: 779"] It is about early firearms, maybe not really early firearms like Medieval Hand Cannons or Early Renaissance Matchlocks and Arquebuses, but when it's on muskets or things pirates might use then it's on the later Renaissance pushing into the Enlightenment, flintlocks and other such firearms. The Industrial Age or 1800's might be pushing farther than many peoples ideas on firearms in a campaign, but if it is then there's certainly breechloading, repeating rifles, cowboys shooting vampires, gentlemen or gentlewoman vs werewolves and the like. But flintlocks are more in the era of something like a Gnome or Halfling Warlord/General trying to conquer the world, pirates on the high seas or skies, swashbuckling duels and intrigue and more. You could go beyond even the Industrial Age, like World War I, but that likely pushes even more changes to the system beyond just dropping new weapons and not changing much of the other rules. There's a bunch of things that go go in threads like this such as: 1. Those that think 1d10 and 1d12 make firearms too imbalanced 2. Those who've ignored that DMG page and assume firearms are instant death wands, and should do like 1d100 damage and blow up on a roll of 5 or less. 3. Those who drop the damage dice down by one step (I'd be fine with some firearms doing 1d8 damage). 4. Those who'd have firearms be respectively 2d6 and 2d8 damage. Now I realize many of it happens to be in what rough era one wants to play it in. I could see guns doing anywhere between 1d8 and 2d8 damage, but I think DMG damage values are fine. Of course the more one gets into the details, the more there's things like should Blunderbusses be a high damage/ short range weapon, or a cone area of effect that's resisted by a dex save. [/QUOTE]
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