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Guns in a Renascence Era Campaign
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<blockquote data-quote="Unwise" data-source="post: 5997421" data-attributes="member: 98008"><p>I like what you have come up with, I have done something very similar before. Realism is not important, capturing the percieved concept of an weapon is. I just thought I would share a couple of thoughts.</p><p></p><p>- Blunderbusses take so long to load that they can be thought of as a reusable alchemical item. Each use costs X amount of gunpowder. This allows you to make them area effect weapons using preexisting rules. A short range AoE attack works well whether it is an alchemical firebomb or a blunderbuss shot. What is also great about this is that alchemical items have a set + to hit. This is great for the blunderbuss as it really requires no signiciant skill on behalf of the user. A blunderbuss should be an item that is just as deadly in the hands of a granny or an adventurer. </p><p></p><p>- You need to both show that Firearms are a superior weapon and will eventually dominate the world, but at the same time make them balanced with other weapons so that the PCs retain a choice of style without feeling gimped. What makes firearms much superior to other ranged weapons is their ease of use. As such, I would treat them much like crossbows (as you have), but they are <em>simple weapons</em> so anybody can use them.</p><p>The good thing about this is that they are no better for skilled martial combatant who can already use crossbows or longbows, but they are much better for the unskilled.</p><p></p><p>- I had a mono-pod item for use with the arquebuses/mini-swivel-cannons that gave +1 to hit if they did not move that turn. I think carrying it also lowered the persons speed by 1 too, but that was an unnecessary complexity.</p></blockquote><p></p>
[QUOTE="Unwise, post: 5997421, member: 98008"] I like what you have come up with, I have done something very similar before. Realism is not important, capturing the percieved concept of an weapon is. I just thought I would share a couple of thoughts. - Blunderbusses take so long to load that they can be thought of as a reusable alchemical item. Each use costs X amount of gunpowder. This allows you to make them area effect weapons using preexisting rules. A short range AoE attack works well whether it is an alchemical firebomb or a blunderbuss shot. What is also great about this is that alchemical items have a set + to hit. This is great for the blunderbuss as it really requires no signiciant skill on behalf of the user. A blunderbuss should be an item that is just as deadly in the hands of a granny or an adventurer. - You need to both show that Firearms are a superior weapon and will eventually dominate the world, but at the same time make them balanced with other weapons so that the PCs retain a choice of style without feeling gimped. What makes firearms much superior to other ranged weapons is their ease of use. As such, I would treat them much like crossbows (as you have), but they are [I]simple weapons[/I] so anybody can use them. The good thing about this is that they are no better for skilled martial combatant who can already use crossbows or longbows, but they are much better for the unskilled. - I had a mono-pod item for use with the arquebuses/mini-swivel-cannons that gave +1 to hit if they did not move that turn. I think carrying it also lowered the persons speed by 1 too, but that was an unnecessary complexity. [/QUOTE]
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