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[Grim Tales] Muskets
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 1975611" data-attributes="member: 12332"><p>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). In fact, one player has decided to back up his musketoon with a crossbow recently.</p><p></p><p>The pistoleer was pretty strapped for cash and only had three pistols. Two of which were .20 cal pistol-daggers. Which segeways nicely into:</p><p></p><p>Most of the strange weapon types of the period I'm leaving as standard weapons. Most didn't work spectacularly when they worked at all, so I didn't want to make them Exotic Weapons (and therefore 'better'). The pistol-daggers, for instance, weigh as much as a regular pistol but do 1d6+2 as opposed to 1d10+2, and then they're also standard daggers. Didn't see any reason to force him to take a feat for that. </p><p></p><p>I haven't introduced duckfoot guns, but if I did I would probably have them resolve something like a GT shotgun. So THUS:</p><p></p><p>Duckfoot (4 barrels) | Damage: 1d10+2 | Range: 5ft. | Reload: 8 | Notes: Spread</p><p></p><p>Spread: Duckfoot pistols have a wide, if somewhat uncontrollable dispersal pattern. A duckfoot targets a single 5-foot square in the first range increment. Targets caught fully in the area of effect of this spread do not recieve Dex., Defense, or dodge bonuses against the duckfoot blast, but otherwise an attack is rolled normally. The duckfoot affects an additional 5-foot square per range increment, to a maximum number equal to the barrels of the weapon. The area of effect of multiple squares is always a straight line perpendicular to the shooter. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Of course it was only the second actual battle they've had. The first time one character got mauled savagely by giant badgers. This fight, I confirmed a critical on a musketoon and rolled near-max damage. Ouch. From full HP to -3 Con in one shot. Some quick work by the ship's surgeon got him back on his feet, but they were a touch scared by that. Of course earlier he had confimed a critical with one of his 1d6+2 damage dagger-pistols on a guard and the guy flubbed the MDT save (mandatory on criticals) and dropped like a bad habit.</p><p></p><p>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. This has been even more fun. An entire 6-hour session and only the one combat. We had a tense hour-long situation where the party snuck back into town under cover of Disguise +10 spell (cast by the Wizard's mentor) to convince the 2nd mate's family to hide them. Y'see, the whole ship was branded pirate by traitors in the ranks and they had to sneak on board this other ship in the middle of a whole neighborhood of folks that knew them. So we were rolling spot checks (to see if their disguise failed) then Reputation checks (with bonuses to see if locals knew them) ... then some quick Bluff checks when those two went badly. SO MUCH good RP. </p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 1975611, member: 12332"] 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). In fact, one player has decided to back up his musketoon with a crossbow recently. The pistoleer was pretty strapped for cash and only had three pistols. Two of which were .20 cal pistol-daggers. Which segeways nicely into: Most of the strange weapon types of the period I'm leaving as standard weapons. Most didn't work spectacularly when they worked at all, so I didn't want to make them Exotic Weapons (and therefore 'better'). The pistol-daggers, for instance, weigh as much as a regular pistol but do 1d6+2 as opposed to 1d10+2, and then they're also standard daggers. Didn't see any reason to force him to take a feat for that. I haven't introduced duckfoot guns, but if I did I would probably have them resolve something like a GT shotgun. So THUS: Duckfoot (4 barrels) | Damage: 1d10+2 | Range: 5ft. | Reload: 8 | Notes: Spread Spread: Duckfoot pistols have a wide, if somewhat uncontrollable dispersal pattern. A duckfoot targets a single 5-foot square in the first range increment. Targets caught fully in the area of effect of this spread do not recieve Dex., Defense, or dodge bonuses against the duckfoot blast, but otherwise an attack is rolled normally. The duckfoot affects an additional 5-foot square per range increment, to a maximum number equal to the barrels of the weapon. The area of effect of multiple squares is always a straight line perpendicular to the shooter. 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. Of course it was only the second actual battle they've had. The first time one character got mauled savagely by giant badgers. This fight, I confirmed a critical on a musketoon and rolled near-max damage. Ouch. From full HP to -3 Con in one shot. Some quick work by the ship's surgeon got him back on his feet, but they were a touch scared by that. Of course earlier he had confimed a critical with one of his 1d6+2 damage dagger-pistols on a guard and the guy flubbed the MDT save (mandatory on criticals) and dropped like a bad habit. 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. This has been even more fun. An entire 6-hour session and only the one combat. We had a tense hour-long situation where the party snuck back into town under cover of Disguise +10 spell (cast by the Wizard's mentor) to convince the 2nd mate's family to hide them. Y'see, the whole ship was branded pirate by traitors in the ranks and they had to sneak on board this other ship in the middle of a whole neighborhood of folks that knew them. So we were rolling spot checks (to see if their disguise failed) then Reputation checks (with bonuses to see if locals knew them) ... then some quick Bluff checks when those two went badly. SO MUCH good RP. --fje [/QUOTE]
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