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*Pathfinder & Starfinder
Guns in a Renascence Era Campaign
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<blockquote data-quote="James Lockart" data-source="post: 5990619" data-attributes="member: 6698208"><p>Okay, here's the thing, I got drafted to GM our next game because our GM wants to actually play. So i'm dredging up an old campaign I played with another group and have worked it fairly well into D&D 4e. The issue is it was a Renascence like setting and guns were right along side of bows. D&D really has dodged that bullet, getting rid of even the gnomes and the smokepowder weapons. So i would like to know opinions on this...</p><p></p><p>* I will allow players to buy "firearms" buy purchasing a hand crossbow (pistol,) crossbow (musket,) or superior crossbow (rifle) at 120% normal cost. </p><p>* The weapons are Minor 2 Load so the player can only take a standard action (or trade it in) the same turn as they load.</p><p>* Damage Die increases by 1 size.</p><p>* firearms are high crit weapons</p><p>* on a nat 1 attak roll the weapon jams and takes a standard action to clear. Doing so will provoke.</p><p>* Firearms are treated as crossbows for feats and powers, but can only be reduced to a Load Minor instead of a load free.</p><p>* Ranges will be equivalent to their "conventional" counterpart.</p><p></p><p>I'm not looking for realistic, trust me, i know enough about firearms to write a supplement. I am looking for a "fair" and balanced way of adding these to the games without making them OP or UP. as is, the highest damage die a gun would have is a D12, range 50 (assuming a Long Rang Superior crossbow is used as a base.)</p></blockquote><p></p>
[QUOTE="James Lockart, post: 5990619, member: 6698208"] Okay, here's the thing, I got drafted to GM our next game because our GM wants to actually play. So i'm dredging up an old campaign I played with another group and have worked it fairly well into D&D 4e. The issue is it was a Renascence like setting and guns were right along side of bows. D&D really has dodged that bullet, getting rid of even the gnomes and the smokepowder weapons. So i would like to know opinions on this... * I will allow players to buy "firearms" buy purchasing a hand crossbow (pistol,) crossbow (musket,) or superior crossbow (rifle) at 120% normal cost. * The weapons are Minor 2 Load so the player can only take a standard action (or trade it in) the same turn as they load. * Damage Die increases by 1 size. * firearms are high crit weapons * on a nat 1 attak roll the weapon jams and takes a standard action to clear. Doing so will provoke. * Firearms are treated as crossbows for feats and powers, but can only be reduced to a Load Minor instead of a load free. * Ranges will be equivalent to their "conventional" counterpart. I'm not looking for realistic, trust me, i know enough about firearms to write a supplement. I am looking for a "fair" and balanced way of adding these to the games without making them OP or UP. as is, the highest damage die a gun would have is a D12, range 50 (assuming a Long Rang Superior crossbow is used as a base.) [/QUOTE]
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Guns in a Renascence Era Campaign
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