Guns!

Daniel Knight

First Post
Meh - I can't find D&D rules for them anywhere. Has WOTC released any official rules for them - or are they only covered by third party publishers? And who and in what?

I am of course talking about old school guns - as such one would find in any self respecting pirate film.

Thanks for the help!
 

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Daniel Knight said:
Meh - I can't find D&D rules for them anywhere. Has WOTC released any official rules for them - or are they only covered by third party publishers? And who and in what?

I am of course talking about old school guns - as such one would find in any self respecting pirate film.

Thanks for the help!
If I'm not mistaken, rules for guns are in the DMG. In my copy of the 3E DMG, they're on pages 162-163. Dunno about 3.5 though, as I didn't shell out for that edition.
 
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In the 3.5 DMG, guns are covered on pages 144-145, under the banner of "renaissance weapons". The only guns there though are the pistol and the musket.

Also, Dragon #321 (the July 2004 issue), has a great article on guns, giving much more material than in the DMG. It's definately something you should look for if you want guns that are D&D style (as opposed to D20 Modern style).
 

I concur, the article about firearms in the July 2004 issue of Dragon magazine is one of the best resources on fantasy firearms I've seen in awhile. I plan on using some of the material presented in that article in my own campaign.
 

Awesome work guys - thanks for that. For some reason the DMG was the only place I didn't look.

I'll also hunt down that copy of Dragon too.

Cheers.
 

Unfortunately, the Renaissance-era guns in the DMG are fairly weak compared to a mighty composite bow, or even a crossbow (if you have the rapid reload feat). Renaissance firearms require a standard action (not a move action) to reload, meaning that you can only fire one shot every two rounds. You also have to take the Exotic Weapon Proficency (Firearms) feat if you want to use such weapons effectively.
 

I sense the opportunity to introduce someone else to the Iron Kingdoms!

The long-awaited Iron Kingdom Campagin Guide has shipped from the printers and should be on the shelf soon. In it, you'll find detailed rules for firearms and a great assortment of weapons from which to choose (as well as related feats and prestige classes). Even if the setting isn't your cup of tea, it's a great resource to cherry pick if you want to add gunpowder to your existing campaign.
 


FFG's Sorcery and Steam has rules for (IIRC) flintlock, matchlock, and percussion cap firearms. EN Publishing's Steam and Steel has some firearms, as well as some nifty things like steamwork prosthetics. Both of the above products are 3.0. The Iron Kingdoms Character Guide is coming out very, very soon, it's actually already shipped to some places, and it's what I would recommend. You can find the firearms info (for 3.0) as a free download on their site, www.ironkingdoms.com.

EDIT: The Firearms .pdf is on Privateer Press's site under .PDFs. http://www.privateerpress.com/

EDIT: Monte Cook has also released the firearms and other technological stuff he uses in his Ptolus campaign. They can be found at www.montecook.com/arch_stuff62.html, and are 3.5.
 
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Westwind said:
The long-awaited Iron Kingdom Campagin Guide has shipped from the printers and should be on the shelf soon. In it, you'll find detailed rules for firearms and a great assortment of weapons from which to choose (as well as related feats and prestige classes). Even if the setting isn't your cup of tea, it's a great resource to cherry pick if you want to add gunpowder to your existing campaign.

Wow. The IK gun rules that I saw (in the character primer or some such), I didn't like at all. You need to be able to make a gun in order to reload it. I hope they have changed them for their new campaign book. I like the setting otherwise.


Aaron
 
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