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<blockquote data-quote="TheAuldGrump" data-source="post: 5398862" data-attributes="member: 6957"><p>To be honest - guns <em>don't</em> need to be reskinned bows to be used in the game.</p><p></p><p>For early unrifled guns their inaccuracy is best handled by a sort range increment. I typically go with 30 ft. increments for short barrels, 40 ft. for muskets.</p><p></p><p>They pack a hefty punch - 1d10 or 1d12 is reasonable. They have a good critical multiplier - x3, but are no more likely to cause a critical than most weapons - they do a lot of damage but lack precision.</p><p></p><p>They do not pierce armor better than either the longbow or the crossbow - so that can be left alone.</p><p></p><p>Contrary to popular opinion they are <em>faster</em> to load and fire than a heavy crossbow. Since putting crossbows at their proper speeds would make them pretty much useless to players I suggest just giving guns and crossbows the same nowhere-near-slow-enough reload speeds. However they also need cleaning - every shot past the first without cleaning adds 1 to the chance of misfire. (Just a fumble chance, nothing fancy, on a confirmed fumble you <em>need</em> to spend d6 rounds clearing/cleaning your gun. Guns blowing up really is not that common.)</p><p></p><p>Powder and shot is <em>cheap</em> - I run half the price of a crossbow bolt, if I am feeling lazy. If not feeling lazy I use some price lists from various countries during the 16th or 17th century. (Pain in the arse - prices in general, not just for powder, vary wildly from place to place. Generally, I am lazy. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /> )</p><p></p><p>Powder can go *boom!* if you are carrying powder and are hit by, say, a fireball then the container takes damage, if it fails then the person wearing the flask takes 1d6 for every five shots they are carrying. (Having your powder horn blow up is painful, but seldom fatal, the fireball is likely to do more damage.)</p><p></p><p>Barrels of gunpowder are a different story - with fresh dry powder being far more explosive than powder stored in a dank damp dungeon. Typically I go with 1d6 per pound of powder, with a +1 per die for well stored powder, -1 per die for poorly kept powder, and half damage from damp powder, if it goes *boom!* at all.</p><p></p><p>The Auld Grump</p></blockquote><p></p>
[QUOTE="TheAuldGrump, post: 5398862, member: 6957"] To be honest - guns [i]don't[/i] need to be reskinned bows to be used in the game. For early unrifled guns their inaccuracy is best handled by a sort range increment. I typically go with 30 ft. increments for short barrels, 40 ft. for muskets. They pack a hefty punch - 1d10 or 1d12 is reasonable. They have a good critical multiplier - x3, but are no more likely to cause a critical than most weapons - they do a lot of damage but lack precision. They do not pierce armor better than either the longbow or the crossbow - so that can be left alone. Contrary to popular opinion they are [i]faster[/i] to load and fire than a heavy crossbow. Since putting crossbows at their proper speeds would make them pretty much useless to players I suggest just giving guns and crossbows the same nowhere-near-slow-enough reload speeds. However they also need cleaning - every shot past the first without cleaning adds 1 to the chance of misfire. (Just a fumble chance, nothing fancy, on a confirmed fumble you [i]need[/i] to spend d6 rounds clearing/cleaning your gun. Guns blowing up really is not that common.) Powder and shot is [i]cheap[/i] - I run half the price of a crossbow bolt, if I am feeling lazy. If not feeling lazy I use some price lists from various countries during the 16th or 17th century. (Pain in the arse - prices in general, not just for powder, vary wildly from place to place. Generally, I am lazy. :P ) Powder can go *boom!* if you are carrying powder and are hit by, say, a fireball then the container takes damage, if it fails then the person wearing the flask takes 1d6 for every five shots they are carrying. (Having your powder horn blow up is painful, but seldom fatal, the fireball is likely to do more damage.) Barrels of gunpowder are a different story - with fresh dry powder being far more explosive than powder stored in a dank damp dungeon. Typically I go with 1d6 per pound of powder, with a +1 per die for well stored powder, -1 per die for poorly kept powder, and half damage from damp powder, if it goes *boom!* at all. The Auld Grump [/QUOTE]
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