D&D 4E Guns in 4e

Daniel D. Fox

Explorer
Here is what we're currently using in our campaign for firearms. With the advent of the idea of "economy of actions", I've introduced guns that are useful (meaning no Standard round to load since we use a more abstract measure of time for rounds), but not entirely overpowered. The ranges are purposefully kept short, with exception of the longrifle (short bow range) to represent an abstraction in accuracy issues. I made the damage the same all around, but used the Brutal property to employ some minor differences in damage.



Blunderbuss

SUPERIOR RANGED WEAPON
Two-Handed
Prof.: +2
Damage: 3d4
Range: Close Blast 4
Price: ???
Weight: 12 lbs
Group: Gun
Properties: Brutal 3, load minor, failure


Walstanian Longrifle

SUPERIOR RANGED WEAPON
Two-Handed
Prof.: +2
Damage: 3d4
Range: 15/30
Price: ???
Weight: 7 lbs
Group : Gun
Properties: Brutal 2, load minor, failure

Walstanian "Peacemaker"

SUPERIOR RANGED WEAPON
One-Handed
Prof.: +2
Damage: 3d4
Range: 6/12
Price: ???
Weight: 3 lbs
Group: Gun
Properties: Brutal 1, load minor, failure,


Brutal property: Brutal means anytime the number following the property is listed, it is rerolled instead
Failure property: On a natural roll of 1, this firearm cannot be used for the remainder of the round until repaired. Repairing a firearm requires an extended rest.
Gun: Flintlock variety
 
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I'm not quite sure I follow your use of the Brutal property.

You have 'Brutal 2' and 'Brutal 1' applied to 3d4 damage weapons, which will always do a minimum of 3 damage.

Do you intend for the re-roll to apply to each individual d4? This becomes pretty extreme on the Blunderbuss - if 3s or below are re-rolled on each d4, the only possible damage is the max of 12; every hit is a critical.


Other than that, your ideas are pretty good - perhaps using a d10 instead of 3d4 would make a bit more sense and would allow the Brutal property to work as intended.

I like the use of a close blast for a blunderbuss, and have been using it with some of my NPCs. Now I'll have an idea of what to throw at them if they ever want to pick one up.
 

Here's how I did it for our WARHAMMER D&D game:

Chapter 7 Equipment
Firearms
Cost 40 gp. Powder and shot are 1 gp for 5 shots. Firearms have a superior bonus (+4) but are noisy. Rifle or pistol feat proficiency required. Rogue or ranger can make partial concealment burst 0 for 1 round. Roll natural one disables the weapon until next extended rest. Rifles are two-handed. Pistol is two-handed for Halfling.

r Blunderbuss Rifle: 1d12. Reload 2 standard actions. Range: 5/7. May be loaded with glass, nails, rocks, etc.

r Firearm/arquebus Rifle: 1d12. Reload 2 standard actions. Range: 8/15

r Hochland Long Rifle: 1d12. Reload 2 standard actions. Range: 15/30

r Pistol 1d10. Reload 2 standard actions. Range: 5/9. Carry a maximum of two of these.
 

The only issue I have with multiple standard rounds to load is that it makes using the weapon virtually useless, since it's not doling out a large pool of damage.

I thought about balancing standard load times with a new property called Penetrating (Dex vs. Ref), but I wanted to keep the items attractive and usable without being overpowered with output.

I may change the 3d4 to a d10 as you suggested, and keep the Brutal property.

Excellent feedback, all!
 

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