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Guns with a kick! Effect on game world?
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<blockquote data-quote="Imaculata" data-source="post: 6820720" data-attributes="member: 6801286"><p>In my campaign I use flintlock pistols. But I wanted to make sure that there was a good reason to use a pistol over a bow. So I gave flintlocks higher base damage and crit damage (X3 on a critical, which I think is reasonable given the damage they could do in real life), and allowed feats and special abilities to make better use of them. </p><p></p><p>Flintlocks have the advantage that they can be preloaded. So you can have a bandolier of several preloaded pistols. If you combine this with a special ability to quickly draw multiple guns in one turn, then you get really close to how real pirates fought in the day. This ability to make multiple attacks in a row, without having to spend a turn to reload first, is what I felt was essential to give guns that extra edge that makes them better than a bow.</p><p></p><p>Then there's also the Holdout Pistols that I added to the system. A Holdout Pistol can easily be concealed, unlike a bow. But the range suffers for it, and there are higher risks on a 1 (it could deal damage to the user if it explodes). For formal occasions where you are forced to disarm, a Holdout Pistol is an excellent solution to smuggle a weapon in. You can't do that with a bow.</p><p></p><p>Lastly there are special pistols, such as the Duckfoot Pistol (which fires multiple bullets in an area). Multi-barrel pistols, which can fire 2 to 4 bullets in a row, Pepperboxes which can fire between 4 to 10 shots without reloading, and heavy weapons such as grenade rifles and the Blunderbus.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 6820720, member: 6801286"] In my campaign I use flintlock pistols. But I wanted to make sure that there was a good reason to use a pistol over a bow. So I gave flintlocks higher base damage and crit damage (X3 on a critical, which I think is reasonable given the damage they could do in real life), and allowed feats and special abilities to make better use of them. Flintlocks have the advantage that they can be preloaded. So you can have a bandolier of several preloaded pistols. If you combine this with a special ability to quickly draw multiple guns in one turn, then you get really close to how real pirates fought in the day. This ability to make multiple attacks in a row, without having to spend a turn to reload first, is what I felt was essential to give guns that extra edge that makes them better than a bow. Then there's also the Holdout Pistols that I added to the system. A Holdout Pistol can easily be concealed, unlike a bow. But the range suffers for it, and there are higher risks on a 1 (it could deal damage to the user if it explodes). For formal occasions where you are forced to disarm, a Holdout Pistol is an excellent solution to smuggle a weapon in. You can't do that with a bow. Lastly there are special pistols, such as the Duckfoot Pistol (which fires multiple bullets in an area). Multi-barrel pistols, which can fire 2 to 4 bullets in a row, Pepperboxes which can fire between 4 to 10 shots without reloading, and heavy weapons such as grenade rifles and the Blunderbus. [/QUOTE]
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