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Guns in D&D?
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<blockquote data-quote="FnordBear" data-source="post: 2850365" data-attributes="member: 15897"><p>In my setting I use basic firearms, match, wheel, flintlock etc.</p><p></p><p>I tend to keep the rules simple becasue I follow the KISS principle of game design.</p><p></p><p>My rules are as follows</p><p></p><p>All firearms are treaded as simple weapons for proficeny purposes.</p><p></p><p>For weapon focus/specilization type feats a certain type of firearm must be chosen for the feat (such as weapon focus pistol, weapon specialization musket)</p><p></p><p>For reload times I give pistol style weapons a reload time of 2 full round actions that provoke aoo.</p><p></p><p>For rifle style weapons I require 4 full round actions to reload that provoke aoo.</p><p></p><p>For ranges they will very depending on the firearm, we do as short a range increment as 10ft and as long as 25 ft.</p><p></p><p>Rifles may be fitted with a bayonet attachment that allows most daggers to be used as a bayonet (I know this isnt realistic but it works in game) and allows the rifle to be wielded as a short spear that cannot be thrown.</p><p></p><p>To offset the long reload and make them desirable on the battlefield pistol style weapons deal 2d6 damage and rifle style weapons deal 2d8 damage (scaled up and down for diffrent sized weapons) All firearms (if we are using standard RAW d&d rules) have a x3 crit or if we are using the VP/WP rules we give them a 19-20 crit range instead.</p><p></p><p>We do not use malfunction rules or any other such (this is heroic fantasy after all!) But we do make a nod to thier expense making them rather expensive (all firearms costing as much as a masterwork weapon and masterwork firearms being worth 1000+ gp) putting them mostly in the hands of well-off adventurers and well equiped armys.</p><p></p><p>We also introduced racial firearms, such as orcish thunderclubs (a matchlock weapon that doubles as a greatclub) dwarven blunderbuss and dwarven doublebus(shotguns!) and the much reviled (by the party nto the setting) enchanted elven long rifles (hey a human-bane thundering rifle wielded by elite elven marksmen will ruin anyone's day!)</p><p></p><p>Overall we find these rules to give good pros and cons to firearms and made them desirable in some situations and not in others.</p></blockquote><p></p>
[QUOTE="FnordBear, post: 2850365, member: 15897"] In my setting I use basic firearms, match, wheel, flintlock etc. I tend to keep the rules simple becasue I follow the KISS principle of game design. My rules are as follows All firearms are treaded as simple weapons for proficeny purposes. For weapon focus/specilization type feats a certain type of firearm must be chosen for the feat (such as weapon focus pistol, weapon specialization musket) For reload times I give pistol style weapons a reload time of 2 full round actions that provoke aoo. For rifle style weapons I require 4 full round actions to reload that provoke aoo. For ranges they will very depending on the firearm, we do as short a range increment as 10ft and as long as 25 ft. Rifles may be fitted with a bayonet attachment that allows most daggers to be used as a bayonet (I know this isnt realistic but it works in game) and allows the rifle to be wielded as a short spear that cannot be thrown. To offset the long reload and make them desirable on the battlefield pistol style weapons deal 2d6 damage and rifle style weapons deal 2d8 damage (scaled up and down for diffrent sized weapons) All firearms (if we are using standard RAW d&d rules) have a x3 crit or if we are using the VP/WP rules we give them a 19-20 crit range instead. We do not use malfunction rules or any other such (this is heroic fantasy after all!) But we do make a nod to thier expense making them rather expensive (all firearms costing as much as a masterwork weapon and masterwork firearms being worth 1000+ gp) putting them mostly in the hands of well-off adventurers and well equiped armys. We also introduced racial firearms, such as orcish thunderclubs (a matchlock weapon that doubles as a greatclub) dwarven blunderbuss and dwarven doublebus(shotguns!) and the much reviled (by the party nto the setting) enchanted elven long rifles (hey a human-bane thundering rifle wielded by elite elven marksmen will ruin anyone's day!) Overall we find these rules to give good pros and cons to firearms and made them desirable in some situations and not in others. [/QUOTE]
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