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General Tabletop Discussion
*Dungeons & Dragons
Fireguns, pistols, musket... A question of balance.
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<blockquote data-quote="Quickleaf" data-source="post: 6952242" data-attributes="member: 20323"><p>[MENTION=6815535]Ednoc[/MENTION] I'll second what [MENTION=30022]Lancelot[/MENTION] said. Just use the DMG rules for Renaissance firearms.</p><p></p><p>Here's an example of how I implemented these rules for my "Age of Sail" era campaign...</p><p></p><p>The DMG contains rules for Renaissance firearms, which I use with lower prices. Most PCs have proficiency with pistols, provided it makes sense for the character's background (e.g. a Druid or Monk most likely would not). However, only PCs with martial ranged weapon proficiency are proficient with muskets and cannons.</p><p></p><p><strong><u>Firearm Accessories</u></strong></p><p><strong>Bullets (12) </strong>(5 sp, 2 lbs) includes powder, shot, and wadding</p><p><strong>Gunpowder horn </strong>(35 gp, 2 lbs) water-resistant</p><p><strong>Keg of gunpowder</strong> (250 gp, 20 lbs) If lit afire, a keg of gunpowder explodes, dealing 7d6 fire damage to all within 10 feet, DC 12 Dexterity saving throw for half damage.</p><p></p><p><strong><u>Martial Ranged Weapons</u></strong></p><p><strong>Pistol</strong> (10 gp, 3 lbs) 1d10 piercing damage / ammunition - single shot (range 30/90), loading, light</p><p><strong>Musket</strong> (20 gp, 10 lbs) 1d12 piercing damage / ammunition - single shot (range 40/120), loading, two-handed</p><p><strong>Blunderbuss</strong> (15 gp, 8 lbs) 2d6 piercing damage / ammunition - single shot (range 20/60), loading, two-handed, misfire (1)</p><p></p><p><strong>Blunderbuss:</strong> Misfire (1) means that on a roll of 1 you take 2d6 fire damage from the powder blowing up in your face and the gun requires a short rest to be cleaned before it will work. However, blunderbusses also have an advantage in that they can be loaded with almost anything, not just bullets...pebbles, pitons, dinner forks...could come in handy in some scenarios!</p><p></p><p><strong><u>Shipboard Martial Weapons</u></strong></p><p><strong>Swivel Gun (1 pounder)</strong> (50 gp) 4d6 piercing damage / ammunition - single shot (range 100/300),</p><p>loading, ship</p><p><strong>Demi-Culverin (9 pounder) </strong>(100 gp) 1d4x10 piercing damage / ammunition - single shot (range 200/600), loading, ship</p><p><strong>Culverin (18 pounder)</strong> (150 gp) 2d4x10 piercing damage / ammunition - single shot (range 250/750), loading, ship</p><p><strong>Demi-Cannon (24 pounder)</strong> (200 gp) 3d4x10 piercing damage / ammunition - single shot (range 300/900), loading, ship</p><p><strong>Cannon (45 pounder) </strong>(400 gp) 4d4x10 piercing damage / ammunition - single shot (range 350/1050), loading, ship</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6952242, member: 20323"] [MENTION=6815535]Ednoc[/MENTION] I'll second what [MENTION=30022]Lancelot[/MENTION] said. Just use the DMG rules for Renaissance firearms. Here's an example of how I implemented these rules for my "Age of Sail" era campaign... The DMG contains rules for Renaissance firearms, which I use with lower prices. Most PCs have proficiency with pistols, provided it makes sense for the character's background (e.g. a Druid or Monk most likely would not). However, only PCs with martial ranged weapon proficiency are proficient with muskets and cannons. [B][U]Firearm Accessories[/U][/B] [B]Bullets (12) [/B](5 sp, 2 lbs) includes powder, shot, and wadding [B]Gunpowder horn [/B](35 gp, 2 lbs) water-resistant [B]Keg of gunpowder[/B] (250 gp, 20 lbs) If lit afire, a keg of gunpowder explodes, dealing 7d6 fire damage to all within 10 feet, DC 12 Dexterity saving throw for half damage. [B][U]Martial Ranged Weapons[/U][/B] [B]Pistol[/B] (10 gp, 3 lbs) 1d10 piercing damage / ammunition - single shot (range 30/90), loading, light [B]Musket[/B] (20 gp, 10 lbs) 1d12 piercing damage / ammunition - single shot (range 40/120), loading, two-handed [B]Blunderbuss[/B] (15 gp, 8 lbs) 2d6 piercing damage / ammunition - single shot (range 20/60), loading, two-handed, misfire (1) [B]Blunderbuss:[/B] Misfire (1) means that on a roll of 1 you take 2d6 fire damage from the powder blowing up in your face and the gun requires a short rest to be cleaned before it will work. However, blunderbusses also have an advantage in that they can be loaded with almost anything, not just bullets...pebbles, pitons, dinner forks...could come in handy in some scenarios! [B][U]Shipboard Martial Weapons[/U][/B] [B]Swivel Gun (1 pounder)[/B] (50 gp) 4d6 piercing damage / ammunition - single shot (range 100/300), loading, ship [B]Demi-Culverin (9 pounder) [/B](100 gp) 1d4x10 piercing damage / ammunition - single shot (range 200/600), loading, ship [B]Culverin (18 pounder)[/B] (150 gp) 2d4x10 piercing damage / ammunition - single shot (range 250/750), loading, ship [B]Demi-Cannon (24 pounder)[/B] (200 gp) 3d4x10 piercing damage / ammunition - single shot (range 300/900), loading, ship [B]Cannon (45 pounder) [/B](400 gp) 4d4x10 piercing damage / ammunition - single shot (range 350/1050), loading, ship [/QUOTE]
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Fireguns, pistols, musket... A question of balance.
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