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Fireguns, pistols, musket... A question of balance.
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<blockquote data-quote="marcelvdpol" data-source="post: 6952843" data-attributes="member: 6837387"><p>I'd make the Firearm different from "just another crossbow".</p><p></p><p>Slow Loading</p><p>Weapons with this property are particularly slow to load, requiring complex tasks that take mental concentration and focus. </p><p>Make an Intelligence check against the DC of the weapon in order to load it. If the Intelligence check is failed, the loading uses your Action that turn; otherwise it uses a Bonus Action. Note that you cannot attempt to load the weapon if you have already used either you Action, your Bonus Action or both during your turn. </p><p></p><p>Explosive ammunition</p><p>Weapons of this type use unstable ammunition. Whenever a player rolls a "1" on any To Hit roll with this weapon, the ammunition explodes in the barrel of the weapon. While the weapon itself is undamaged, roll damage against the creature using the weapon as if the creature was hit by the weapon being used. </p><p></p><p>Pistol</p><p>1-Handed, Range 30/60, Slow Loading (DC:8), Explosive Ammunition.</p><p>Damage: 2d8, bludgeoning , fire</p><p></p><p>Musket</p><p>2-Handed, Range 80/160, Slow Loading (DC:10), Explosive Ammunition.</p><p>Damage: 2d12, bludgeoning, fire</p><p></p><p>Blunder Buss</p><p>2-Handed, Range: all targets in 20 foot cone, Slow Loading (DC:12), Explosive Ammunition.</p><p>Damage: 2d6, bludgeoning, fire</p><p></p><p>Reasoning: the fire arms should be quite different (a separate ranged weapon type) from Crossbows, Bows and other ranged weapons. This is emphasized in several ways. The Action or Bonus Action to load the weapon makes it much harder to repeatedly use the weapon; you get at most one shot per turn so you need to buff this one attack to make it count. The "repeater hand crossbow build" is not possible with this type of weapon. </p><p></p><p>Loading the fire arm is uncertain (this emphasizes that firearms are an unusual weapon in this world) and requires an Intelligence check, additionally making the weapon harder to use and more like some sort of Alchemy Tool check, linking the weapon to Alchemy. </p><p></p><p>To compensate for this, the weapon rolls more damage dice compared to normal ranged weapons and adds the "fire" damage type to indicate a hot ball of lead impacting the target. Also, the Blunder Buss has a range of "20 foot Cone" to indicate a shotgun-type scatter shot, able to impact all targets in the cone. Note that it says "all targets"; you cannot discriminate between friend and foe with this type of shot. Could be quite powerful (which is why the damage is only 2d6); against a single target the Musket is much better. </p><p></p><p>The firearms deal much more ranged damage in a single shot compared to other ranged weapons and add the Fire trait to the damage. However, the logistics surrounding the weapon are much more difficult; at most fire arms are one-shot weapons that are then thrown away in favour of perhaps a melee weapon such as a rapier (especially when Extra Attack is available).</p></blockquote><p></p>
[QUOTE="marcelvdpol, post: 6952843, member: 6837387"] I'd make the Firearm different from "just another crossbow". Slow Loading Weapons with this property are particularly slow to load, requiring complex tasks that take mental concentration and focus. Make an Intelligence check against the DC of the weapon in order to load it. If the Intelligence check is failed, the loading uses your Action that turn; otherwise it uses a Bonus Action. Note that you cannot attempt to load the weapon if you have already used either you Action, your Bonus Action or both during your turn. Explosive ammunition Weapons of this type use unstable ammunition. Whenever a player rolls a "1" on any To Hit roll with this weapon, the ammunition explodes in the barrel of the weapon. While the weapon itself is undamaged, roll damage against the creature using the weapon as if the creature was hit by the weapon being used. Pistol 1-Handed, Range 30/60, Slow Loading (DC:8), Explosive Ammunition. Damage: 2d8, bludgeoning , fire Musket 2-Handed, Range 80/160, Slow Loading (DC:10), Explosive Ammunition. Damage: 2d12, bludgeoning, fire Blunder Buss 2-Handed, Range: all targets in 20 foot cone, Slow Loading (DC:12), Explosive Ammunition. Damage: 2d6, bludgeoning, fire Reasoning: the fire arms should be quite different (a separate ranged weapon type) from Crossbows, Bows and other ranged weapons. This is emphasized in several ways. The Action or Bonus Action to load the weapon makes it much harder to repeatedly use the weapon; you get at most one shot per turn so you need to buff this one attack to make it count. The "repeater hand crossbow build" is not possible with this type of weapon. Loading the fire arm is uncertain (this emphasizes that firearms are an unusual weapon in this world) and requires an Intelligence check, additionally making the weapon harder to use and more like some sort of Alchemy Tool check, linking the weapon to Alchemy. To compensate for this, the weapon rolls more damage dice compared to normal ranged weapons and adds the "fire" damage type to indicate a hot ball of lead impacting the target. Also, the Blunder Buss has a range of "20 foot Cone" to indicate a shotgun-type scatter shot, able to impact all targets in the cone. Note that it says "all targets"; you cannot discriminate between friend and foe with this type of shot. Could be quite powerful (which is why the damage is only 2d6); against a single target the Musket is much better. The firearms deal much more ranged damage in a single shot compared to other ranged weapons and add the Fire trait to the damage. However, the logistics surrounding the weapon are much more difficult; at most fire arms are one-shot weapons that are then thrown away in favour of perhaps a melee weapon such as a rapier (especially when Extra Attack is available). [/QUOTE]
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