Wulf Ratbane
Adventurer
ledded said:snip long amusing anecdotes
Sounds like a very good argument to make sure your muzzleloaders use linear, not bell-curve, damage ranges; and to save the bell-curve damages for masterwork powder/shot/firearms.
Wulf
ledded said:snip long amusing anecdotes
HeapThaumaturgist said:Hrm. I'm using Improved Linear, for the most part ... but part of that was an effort on my part to make firearms pretty lethal in this game (since they're getting heavily penalized on reload).
I haven't introduced duckfoot guns, but if I did I would probably have them resolve something like a GT shotgun. So THUS:
<snip>
I'd say the penalties outweigh the benefits. It's pretty effective out to, oh, twenty feet, but beyond that the fact that you can't AIM it reduces the utility.
I might arm a badguy with one of these some time, give them something interesting to play with. The fact that I'm going to track powder and shot will keep them from opening up every battle with it.
Additional barrels with their own firing mechanisms I'll probably just make heavierlarger and allow them to use them X times before reloading and keep it to a small caliber. THOSE I might make Exotic, but from what I've read they weren't so useful as to totally dominate the gun market.
So far price has worked for me to control weapons. Not that I purposefully went for that, but they started off with little cash and the pistoleer needed LOTS of guns to maintain fire for more than a round or two. He found himself broke with 3 guns. Last night they fought some guards armed with musketoons and pistols (guarding a diamond mine) and the entire party forgot to loot the bodies beyond grabbing all the guns and shot they could get their paws on and high-tailing it before they got caught.
It seems like games based on the Modern/GT rules are the most fun at our table. I absolutely loved our short-lived Blood and Vigilance supers game.