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General Tabletop Discussion
*Dungeons & Dragons
Fireguns, pistols, musket... A question of balance.
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<blockquote data-quote="Lancelot" data-source="post: 6952091" data-attributes="member: 30022"><p>I've had good success with firearms just using the rules in the 5e DMG (pages 267-268). The stats there are basically similar to what you're proposing above. A renaissance era pistol is 1d10 piercing (average 5.5; 0.5 more than average of 2d4), loading, range 30/90. A musket is 1d12 piercing (average 6.5; 0.5 less than average of 2d6), two-handed, loading, range 40/120.</p><p></p><p>For an Arcanum setting, I'd allow some of the more exotic or masterwork firearms to draw stats from the Modern section of the table (rather than the Renaissance section). For a true Arcanum feel, I'd also consider using the Alien Technology table on page 268 as a "failure chance" table the first time a highly magical character tried to use a mechanical device. In the CRPG, wizards had a hard time using mechanical devices (and PCs with a lot of mechanical gear had a hard time casting spells). Maybe the first time a spellcaster tries to use a gun in combat, they need to roll on the table to see if it works?</p><p></p><p>I know some people like to overly complicate firearm lists, but I've never had a problem with just using the options in the DMG. Longswords come in a broad variety of shapes and sizes (some of 'em are even called katanas), but they're all ultimately 1d8 slashing, versatile weapons in my campaign worlds. Handguns are exactly the same. Rather than try to stat up the very marginal differences between different calibers and manufacturers, they can all be adequately modeled using the generic rules in the DMG.</p></blockquote><p></p>
[QUOTE="Lancelot, post: 6952091, member: 30022"] I've had good success with firearms just using the rules in the 5e DMG (pages 267-268). The stats there are basically similar to what you're proposing above. A renaissance era pistol is 1d10 piercing (average 5.5; 0.5 more than average of 2d4), loading, range 30/90. A musket is 1d12 piercing (average 6.5; 0.5 less than average of 2d6), two-handed, loading, range 40/120. For an Arcanum setting, I'd allow some of the more exotic or masterwork firearms to draw stats from the Modern section of the table (rather than the Renaissance section). For a true Arcanum feel, I'd also consider using the Alien Technology table on page 268 as a "failure chance" table the first time a highly magical character tried to use a mechanical device. In the CRPG, wizards had a hard time using mechanical devices (and PCs with a lot of mechanical gear had a hard time casting spells). Maybe the first time a spellcaster tries to use a gun in combat, they need to roll on the table to see if it works? I know some people like to overly complicate firearm lists, but I've never had a problem with just using the options in the DMG. Longswords come in a broad variety of shapes and sizes (some of 'em are even called katanas), but they're all ultimately 1d8 slashing, versatile weapons in my campaign worlds. Handguns are exactly the same. Rather than try to stat up the very marginal differences between different calibers and manufacturers, they can all be adequately modeled using the generic rules in the DMG. [/QUOTE]
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Fireguns, pistols, musket... A question of balance.
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