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Guns N DND
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<blockquote data-quote="Kapture" data-source="post: 2176743" data-attributes="member: 7645"><p>I've been fussing with some homebrew firearm rules, that limit their "terrible power", making sense in a magical millieu while still being useful to the general populace.</p><p></p><p>This is what I've come up with so far:</p><p></p><p>They do damage as Monte Cook's firearms from his Chaositech web enhancement.</p><p></p><p>Loading a firearm is a move equivalent action that draws an attack of opportunity.</p><p></p><p>Only adamantine bullets can be enchanted. Guns cannot pass on enchantments because the bullets are deformed ("destroyed/broken") in firing.</p><p></p><p>I'm thinking of making them less useful vs. damage reduction. I don't think there are many creatures that have /piercing, so they're not so effective as a type of weapon in and of themselves, but they do enough damage that they will overcome low damage resistance fairly regularly anyways. </p><p></p><p>I was thinking that they might do half damage versus a damage resistance that they can't over come, because they rely more heavilly than other weapons on kinetic energy. It's kinetic energy that does the damage with all weapons: but to overcome damage resistance, the kinetic energy has to be applied by a specific material. ie, a big honking silver sword does more damage because of it's mass than it's kinetic energy. A little silver bullet does more damage because of it's immense kinetic energy rather than because of it's itty bitty mass.</p><p></p><p>I'm thinking these rules will make guns useful in mundane situations: personal defense, warfare, ambushes, but not so useful in heroic situations: skirmishes, long term adventuring, against supernatural enemies. They would be more useful for NPCs (useful against a broader array of mortal threats in the short term) than PCs (not as useful against one of a kind supernatural threats over the length of an encounter).</p><p></p><p>Any thoughts? Am I making sense? Is there a more elegant way to tweak that damage resistance mechanic?</p></blockquote><p></p>
[QUOTE="Kapture, post: 2176743, member: 7645"] I've been fussing with some homebrew firearm rules, that limit their "terrible power", making sense in a magical millieu while still being useful to the general populace. This is what I've come up with so far: They do damage as Monte Cook's firearms from his Chaositech web enhancement. Loading a firearm is a move equivalent action that draws an attack of opportunity. Only adamantine bullets can be enchanted. Guns cannot pass on enchantments because the bullets are deformed ("destroyed/broken") in firing. I'm thinking of making them less useful vs. damage reduction. I don't think there are many creatures that have /piercing, so they're not so effective as a type of weapon in and of themselves, but they do enough damage that they will overcome low damage resistance fairly regularly anyways. I was thinking that they might do half damage versus a damage resistance that they can't over come, because they rely more heavilly than other weapons on kinetic energy. It's kinetic energy that does the damage with all weapons: but to overcome damage resistance, the kinetic energy has to be applied by a specific material. ie, a big honking silver sword does more damage because of it's mass than it's kinetic energy. A little silver bullet does more damage because of it's immense kinetic energy rather than because of it's itty bitty mass. I'm thinking these rules will make guns useful in mundane situations: personal defense, warfare, ambushes, but not so useful in heroic situations: skirmishes, long term adventuring, against supernatural enemies. They would be more useful for NPCs (useful against a broader array of mortal threats in the short term) than PCs (not as useful against one of a kind supernatural threats over the length of an encounter). Any thoughts? Am I making sense? Is there a more elegant way to tweak that damage resistance mechanic? [/QUOTE]
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