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Gunpowder in D&D
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<blockquote data-quote="Radiating Gnome" data-source="post: 1066996" data-attributes="member: 150"><p>In my ongoing greyhawk game, I've used a couple of different rulesets for the PC halfling that wanted to use firearms. </p><p></p><p>I start with the Privateer press rules -- but she could only use the smallest of the pistols they offered because of her size, which helped with the balance a bit. But ammunition was expensive, and she had only one source for it, the gnomish inventor who had given her the guns, so there were some serious limits on what she could do.</p><p></p><p>Then, a bit later, the party was transported by an old enemy to WWII poland, and she returned with a matched set of Walther PPK's. I was using the Weird Wars rules from Pinnacle (I think, the Deadlands folks) for the Poland setting, so those were the rules I used for the PPK.</p><p></p><p>And that might seem like a threat to game balance, but the serious limitations that she has with the guns -- they can't be enchanted (because they are not masterwork), her ammunition supply is limited and irreplaceable, and the general level of the rest of the part (13th level now) means that even shooting John Woo style )two handed) she's not more effective in combat that the other characters. </p><p></p><p>I know it's a little out there, but so is my campaign these days. When you get right down to it, she like the guns, but they aren't much help against the stuff they run into these days. A Greater magic weapon spell may help her get past big damage resistance, but that makes her dependent upon spellcasters, and she's still not as deadly as the party archer. It's all about flavor, for her, though -- and who really minds the idea of a pint-sized laura croft in their game, anyway?</p><p></p><p>-rg</p></blockquote><p></p>
[QUOTE="Radiating Gnome, post: 1066996, member: 150"] In my ongoing greyhawk game, I've used a couple of different rulesets for the PC halfling that wanted to use firearms. I start with the Privateer press rules -- but she could only use the smallest of the pistols they offered because of her size, which helped with the balance a bit. But ammunition was expensive, and she had only one source for it, the gnomish inventor who had given her the guns, so there were some serious limits on what she could do. Then, a bit later, the party was transported by an old enemy to WWII poland, and she returned with a matched set of Walther PPK's. I was using the Weird Wars rules from Pinnacle (I think, the Deadlands folks) for the Poland setting, so those were the rules I used for the PPK. And that might seem like a threat to game balance, but the serious limitations that she has with the guns -- they can't be enchanted (because they are not masterwork), her ammunition supply is limited and irreplaceable, and the general level of the rest of the part (13th level now) means that even shooting John Woo style )two handed) she's not more effective in combat that the other characters. I know it's a little out there, but so is my campaign these days. When you get right down to it, she like the guns, but they aren't much help against the stuff they run into these days. A Greater magic weapon spell may help her get past big damage resistance, but that makes her dependent upon spellcasters, and she's still not as deadly as the party archer. It's all about flavor, for her, though -- and who really minds the idea of a pint-sized laura croft in their game, anyway? -rg [/QUOTE]
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