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Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
gunslinger 3.75 vs ranger 3.5 who's the best gunner?
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<blockquote data-quote="gwyllgi" data-source="post: 5996416" data-attributes="member: 6669681"><p>not going to lie, probably should have told you about the double damage rule my DM came up with for guns. Guns work similar to ways i described except for the fact that he treats most old tymey ones closer to grenade like weapons, infact the first one we came across was the handgonne which simply doubled the range of GLWs and added impact damage at the cost of spending gunpowder, however you needed to have proficiency in grenades and primative firearms (which is a step up).</p><p></p><p>The feats he made goes in this order</p><p>primative firearms- not having leads to a high chance of exploding with use (15%), all the guns under here are the early chinese ones from 321.</p><p></p><p>early firearms- these are guns that are similar to modern ones but lacking magazines, the closest you get to a m-16 here is paying a clock maker double the base price of the gun to have it wheelocked, then triple base price to have it cylandered so you could attack 3 times per turn. not having this one made reloading early & primative firearms a full round action instead of a move.</p><p></p><p>Modern firearms- repeating fire arms and the such. if you had proficiency guns had a chance (albeit small) to cause fear, bleeding, of disease after firing.</p><p></p><p>advanced firearms, epic- yeah he said if anyone gets to this we'll be fighting gods again, having it imposed a cumulative -2 attack bonus on creatures with less HD than you.</p><p></p><p>those are the main things out of the ordinary he's done to make guns even with bows, which are basically better than guns at everything but straight up damage, this is because we like to do horror campaigns and he had to have a reason why 50 townies with carbines could'nt defend themselves against a warrior quasit.</p></blockquote><p></p>
[QUOTE="gwyllgi, post: 5996416, member: 6669681"] not going to lie, probably should have told you about the double damage rule my DM came up with for guns. Guns work similar to ways i described except for the fact that he treats most old tymey ones closer to grenade like weapons, infact the first one we came across was the handgonne which simply doubled the range of GLWs and added impact damage at the cost of spending gunpowder, however you needed to have proficiency in grenades and primative firearms (which is a step up). The feats he made goes in this order primative firearms- not having leads to a high chance of exploding with use (15%), all the guns under here are the early chinese ones from 321. early firearms- these are guns that are similar to modern ones but lacking magazines, the closest you get to a m-16 here is paying a clock maker double the base price of the gun to have it wheelocked, then triple base price to have it cylandered so you could attack 3 times per turn. not having this one made reloading early & primative firearms a full round action instead of a move. Modern firearms- repeating fire arms and the such. if you had proficiency guns had a chance (albeit small) to cause fear, bleeding, of disease after firing. advanced firearms, epic- yeah he said if anyone gets to this we'll be fighting gods again, having it imposed a cumulative -2 attack bonus on creatures with less HD than you. those are the main things out of the ordinary he's done to make guns even with bows, which are basically better than guns at everything but straight up damage, this is because we like to do horror campaigns and he had to have a reason why 50 townies with carbines could'nt defend themselves against a warrior quasit. [/QUOTE]
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D&D Older Editions, OSR, & D&D Variants
gunslinger 3.75 vs ranger 3.5 who's the best gunner?
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