Spider said:
I want to keep the rules simple. I don't want to create any new rules for firearms.
If that's the case, just create three clones of the hand crossbow, light crossbow, and heavy crossbow, called pistol, arquebus, and musket.
Spider said:
I also don't want to have to learn too much about the specific differences between different firearm technologies. But it sounds like I might have to, in order to figure out which version I want to represent in my game.
It's pretty simple. All early firearms were muzzle-loaders; you had to pour the powder and jam the lead ball down from the tip of the barrel (the muzzle). In the very earliest firearms, you had to hold a match to the tiny touch hole to light the powder. This was quickly replaced by a trigger mechanism borrowed from crossbows, with a lit "match" (more like a slow-burning fuse) held away from the touch hole until the gunner pulled the trigger. This was a
matchlock.
(You'll note that a firearm has three major components: lock, stock, and barrel.)
Later, tinkerers found out how to make a really complicated, really expensive piece of hardware called a
wheellock, which spun a wheel, via spring power, which ran its serrated edges along pyrite and showered sparks on the powder in the priming pan.
Later, the
flintlock offered a reliable, inexpensive way to ignite the powder in the pan, by striking a flint (on the tip of a spring-loaded hammer) against steel.
Spider said:
For the most part, it sounds like guns really changed things because of the impact they had on armies, not on heroes.
It was seen as the end of an era for the knight (i.e. hero), but it didn't happen overnight. Heroic fiction from the gunpowder era has heroes who do not flinch as thundering guns wreck havoc around them on the battlefield, then they charge (like the knights of old) and engage, sabre in hand.
Spider said:
1) They were cheaper to make than longbows
2) Any peasant could be conscripted, handed a rifle, and sent to war
3) Armies could carry more ammo, and thus outlast their bow-wielding enemies
They were cheaper than both longbows and crossbows, and as easy to use as crossbows -- and they made a really big BANG and really gruesome injuries. But they were very inaccurate.
Spider said:
Firearms are simple weapons. Anyone can pick one up and fire it decently well.
Certainly -- but reloading is very, very slow if you're not a well-drilled soldier (with lots of Firearms Drill feats): three rounds per minute was fast, even after the loading process had been streamlined over the centuries.
Spider said:
Firing a gun requires a ranged touch attack. Unless a suit of armor is specially (magically?) treated, it is ineffective. Things like dex, dodge, deflection still count, though.
Here's where it gets complicated. A longbow arrow or crossbow bolt goes right through a coat of mail too, but we don't ignore that armor's AC. And an arquebus ball doesn't go right through plate armor at range. The ranged touch attack is a simple mechanic, but we're trying to model a not-so-simple phenomenon.
Spider said:
2d8 to 4d8 damage. Guns produce a great force that can be very dangerous.
x4 or maybe even x5 critical. Guns can be extremely deadly, as they aren't stopped by bone.
Ability damage. Probably just on a critical hit. A gunshot will do 1d6 damage to a physical ability. I'm not sure if it should be CON or DEX, but I'm leaning towards CON.
I think this is missing the crux of what hit points are and how D&D combat works. Since a D&D "hit" isn't necessarily a hit, and since hit points don't necessarily represent physical damage, it's probably best to keep it all abstract. On the battlefield, early firearams were
not vastly more effective than crossbows.
Spider said:
Fear. The smoke and fire from a firearm strikes fear into your enemies, requiring a Will Save DC 15 to avoid becoming Shaken. This effect only works within 30' of the shooter.
Of course, being charged by an 8' ogre should have a similar effect.
Spider said:
All of these things taken together would obviously make guns COMPLETELY deadly. But I'm less interested in "balance" than I am in grabbing the right "feel" of guns.
I'm not interested in running a simulationist game. I'm interested in running a game where the invention of guns represents a major shift in the battlefield. A new era of combat, if you will. It represents an era where heroes begin to fade away, replaced by masses of untrained people with deadly boom-sticks.
Just make
masses of arquebusiers common. One elf archer may be vastly superior, but he took 100 years of training to get that way, and he draws a bowstring made from spider silk. At 100-to-1 odds, all he can do is make a heroic last stand or quit the field.