Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Has anyone used the firearm rules in the dmg?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Strithe" data-source="post: 6554812" data-attributes="member: 18813"><p>Gunpowder weapons are really more of an advantage in mass combat. As Darren points out, they historically were very cheap, especially on the ammunition side. Plus, you didn't need much physical effort to load, aim, and fire one compared with bows or crossbows. With muzzle-loaders, you couldn't even over-heat the barrels like you can with modern automatic weapons.</p><p></p><p>Smoothbore muskets & pistols are actually very cheap to make compared to a bow or crossbow, and as Darren said the ammo is even cheaper to produce.</p><p></p><p>You can train your peasant levies to shoot, load, and maintain their gunpowder weapons in a manner of weeks, which means that you can field a LOT more missile troops than your enemies. Sure, individually they aren't any more effective and are less accurate than a trained bowmen, but you can field a lot more of them. Plus massed gunfire can panic even trained mounts in a way that bows & crossbows can't do. Also remember that a mounted knight is much less effective when dismounted, and horses usually aren't as well armored as their riders.</p><p></p><p>True, your peasant conscripts aren't going to stand as well in a close combat, which is why you space your pikeman & cavalry in blocks between the groups of musket-troops. It's the early version of "combined arms."</p><p></p><p>Also, since gunpowder weapons are relatively easy train on, your existing professional troops can add them to their repitoire of killing. For instance, one popular early gunpowder-age tactic was to give cavalry braces of 4-6 pistols. If there was a tough (non-musket) infantry formation they were facing off against, they'd ride in loose columns. The lead rank would fire a pistol, wheel about, and ride to the back of the column to draw the next loaded weapon. The next rank would fire and repeat. When all the pistols were exhausted they'd draw broadswords & charge the infantry they'd just spent the last few minutes peppering with pistol fire.</p><p></p><p></p><p>There's really nothing that wrong with the rules other than the prices for early firearms are at least 10 times too high (the prices for bows & crossbows are also too high, but that's a whole different discussion). The main problem is that it's really a mass-combat weapon and D&D combat is skirmish combat. One on one a musketeer is dead meat if they face off against an armored knight or an expert archer, and that's as it should be in a skirmish.</p><p></p><p>What I'd do if you wanted to make things a bit more realistic:</p><p></p><p>1) Divide the prices of the early gunpowder weapons & their ammunition by 10 (or whatever gets powder & shot cheaper than arrows, I don't have the book in front of me).</p><p></p><p>2) Reduce the ranges of gunpowder weapons significantly if they're equivalent to bows or crossobws (or worse, longer). Again I don't have the books in front of me.</p><p></p><p>3) Add a heavy musket, this has the Heavy property, the same range as the regular musket, and does more damage (increase the dice one step, 2d12 I think?).</p><p></p><p>4) Any class proficient in crossbows is proficient in equivalent firearms.</p><p></p><p>5) Add a "Musketeer" feat. It requires proficiency and Dexterity 12 or higher. You can Reload a musket as a bonus action but still can't fire the weapon more than once a round.</p><p></p><p>6) Add rifled weapons. These are priced higher, have longer ranges, and and don't get the benefits of the Musketeer feat.</p><p></p><p></p><p>If there's any interest, I'll throw up some actual stat ideas when I get home tonight & can reference the books.</p></blockquote><p></p>
[QUOTE="Strithe, post: 6554812, member: 18813"] Gunpowder weapons are really more of an advantage in mass combat. As Darren points out, they historically were very cheap, especially on the ammunition side. Plus, you didn't need much physical effort to load, aim, and fire one compared with bows or crossbows. With muzzle-loaders, you couldn't even over-heat the barrels like you can with modern automatic weapons. Smoothbore muskets & pistols are actually very cheap to make compared to a bow or crossbow, and as Darren said the ammo is even cheaper to produce. You can train your peasant levies to shoot, load, and maintain their gunpowder weapons in a manner of weeks, which means that you can field a LOT more missile troops than your enemies. Sure, individually they aren't any more effective and are less accurate than a trained bowmen, but you can field a lot more of them. Plus massed gunfire can panic even trained mounts in a way that bows & crossbows can't do. Also remember that a mounted knight is much less effective when dismounted, and horses usually aren't as well armored as their riders. True, your peasant conscripts aren't going to stand as well in a close combat, which is why you space your pikeman & cavalry in blocks between the groups of musket-troops. It's the early version of "combined arms." Also, since gunpowder weapons are relatively easy train on, your existing professional troops can add them to their repitoire of killing. For instance, one popular early gunpowder-age tactic was to give cavalry braces of 4-6 pistols. If there was a tough (non-musket) infantry formation they were facing off against, they'd ride in loose columns. The lead rank would fire a pistol, wheel about, and ride to the back of the column to draw the next loaded weapon. The next rank would fire and repeat. When all the pistols were exhausted they'd draw broadswords & charge the infantry they'd just spent the last few minutes peppering with pistol fire. There's really nothing that wrong with the rules other than the prices for early firearms are at least 10 times too high (the prices for bows & crossbows are also too high, but that's a whole different discussion). The main problem is that it's really a mass-combat weapon and D&D combat is skirmish combat. One on one a musketeer is dead meat if they face off against an armored knight or an expert archer, and that's as it should be in a skirmish. What I'd do if you wanted to make things a bit more realistic: 1) Divide the prices of the early gunpowder weapons & their ammunition by 10 (or whatever gets powder & shot cheaper than arrows, I don't have the book in front of me). 2) Reduce the ranges of gunpowder weapons significantly if they're equivalent to bows or crossobws (or worse, longer). Again I don't have the books in front of me. 3) Add a heavy musket, this has the Heavy property, the same range as the regular musket, and does more damage (increase the dice one step, 2d12 I think?). 4) Any class proficient in crossbows is proficient in equivalent firearms. 5) Add a "Musketeer" feat. It requires proficiency and Dexterity 12 or higher. You can Reload a musket as a bonus action but still can't fire the weapon more than once a round. 6) Add rifled weapons. These are priced higher, have longer ranges, and and don't get the benefits of the Musketeer feat. If there's any interest, I'll throw up some actual stat ideas when I get home tonight & can reference the books. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Has anyone used the firearm rules in the dmg?
Top