Guns, and how to handle them

The Allamistako

First Post
Just a silly question, as somebody has probably asked this already, but how do you handle firearms in your D&D games, if you allow them at all? I'm considering letting some slip into my game, but I'm not sure yet.
Thanx for your time,
-Alla
 

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guns in D&D

I'm plannning a campaign in a world that is a little more early Rennaisance than the "average" D&D world. I'm using the firearms rules out of the Dragon d20 special, with additional costs for gunpowder (the rules only list costs for the guns and the ammunition).

I think that having firearms require an Exotic Weapon proficiency and take 3 full-action rounds to reload, plus having to roll on the misfire table if you get a 1 on your attack roll takes most of the munchy-potential out. (As to how this will all play - talk to me in a few months).

Oh, and nothing larger than a small swivel gun, because A) nobody can afford to blow that much gunpowder per shot and B) in a world ith spells like fireball do you really want to have huge gunpowder stockpiles?:D
 

Gunzz

Privateer Press has published some fire-arm rules as well. Take a look at Witchfire Trilogy (Campaign/Adventure supplement). Basically there is a relatively easy skillcheck to successfully load firearm. Damage is quite nasty, small pistol is 2d4 / 19-20/x3 for example.

Z.
 

Treat firearms with care. After all, this is the next best weapon technology that will replace most melee and ranged weapons in the field of battle, including the lance and crossbow.

Don't let them have Craft (Gunsmithing) skill so he can make bullets and the required gunpowder. Leave that to a NPC expert class (or better yet, create a NPC Gunsmith class with gunsmithing ability as its class feature).

While the PC party may have the advantage, once in a great while throw in an equalizer: let the enemies use firearms, too. Of course, don't place them where they can be reached or the party may score more firearms as spoils.
 

Firearms can definitely have their place in a game, but I'd recommend building them into the world/campaign right from the start instead of retrofitting them.
 

Firearms take so long to load I think a bow is more powerful in the hands of a trained character. If you just give guns to a militia though it increases their power greatly. An archer in the group I play with has three attacks per round with rapid shot and has an attack bonus of +19, the charcter is 9th level. In this case the bow is better than most guns would be. The only way I would have my character use a gun is if I was trying to make a pirate character and he shoots the first round then charges in with a rapier or falchion.
 

Agreed. Even the more generous rules for firearms still make them far less desirable than a mightly composite bow at even medium character levels. They're not really much to worry about from a balance standpoint. Your concern should be whether they fit the feel of your game.
 

Hmmmm... thatnx for the oppinions, folks. I was thinking of letting the players find ONE OR TWO flintlocks, a sort of "treasure from the Lost Empire" that's in my world. Officially, no one can succesfuly invent gunpowder - those who do go BOOOM! immediatly. But if this "beta-run" of gunpowder goes well, then I'll reconsider letting someone invent gunpowder. If NOT, then, well, the supply of old caches of powder are VERY small...:D

-Alla
 

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