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How to Make Firearms Powerful But Not Crazy in 5E?
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<blockquote data-quote="RangerWickett" data-source="post: 6826293" data-attributes="member: 63"><p>In ZEITGEIST: The Gears of Revolution, we added early firearms (19th century style) to D&D 4th edition. Our conceit was that yes, they're powerful, but they're a pain to reload, and so you usually only fire them once at the start of combat, then switch to a different weapon. The only time it's feasible to keep firing is when your enemy cannot close the distance, like if you're in a tower shooting down.</p><p></p><p>So for 5e, I think I might do something like:</p><p></p><p><strong>Pistol</strong> - 1d8, but expand its crit range by 2 (so 18-20 for most PCs). However, it takes two actions to reload. One handed.</p><p></p><p><strong>Musket</strong> - 1d12, plus expanded crit range and two action reload. Two handed.</p><p></p><p><strong>Shotgun</strong> - 1d12, but you have advantage at short range, disadvantage at long range. If you have advantage and both attack rolls hit, you deal an extra 1d12. Two handed.</p><p></p><p>Now, I assume your 'energy weapons powered by crystals' are meant to be more like flintlock pistols than Star Trek phasers, right? If so, the above works. You shoot, and then you have to open a delicate case, remove a crystal, load a new crystal, make sure it's aligned properly, then close the case.</p><p></p><p>Or, if you don't like one-use crystals, it could be: "Fire, then it takes two rounds for it to recharge."</p><p></p><p>You still run into a slight problem if a PC can buy three of the weapons and cycle between them. Maybe the crystals are reusable, but only hold one charge at a time, and after firing you have to cast a spell (even a cantrip) into them to recharge them.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 6826293, member: 63"] In ZEITGEIST: The Gears of Revolution, we added early firearms (19th century style) to D&D 4th edition. Our conceit was that yes, they're powerful, but they're a pain to reload, and so you usually only fire them once at the start of combat, then switch to a different weapon. The only time it's feasible to keep firing is when your enemy cannot close the distance, like if you're in a tower shooting down. So for 5e, I think I might do something like: [b]Pistol[/b] - 1d8, but expand its crit range by 2 (so 18-20 for most PCs). However, it takes two actions to reload. One handed. [b]Musket[/b] - 1d12, plus expanded crit range and two action reload. Two handed. [b]Shotgun[/b] - 1d12, but you have advantage at short range, disadvantage at long range. If you have advantage and both attack rolls hit, you deal an extra 1d12. Two handed. Now, I assume your 'energy weapons powered by crystals' are meant to be more like flintlock pistols than Star Trek phasers, right? If so, the above works. You shoot, and then you have to open a delicate case, remove a crystal, load a new crystal, make sure it's aligned properly, then close the case. Or, if you don't like one-use crystals, it could be: "Fire, then it takes two rounds for it to recharge." You still run into a slight problem if a PC can buy three of the weapons and cycle between them. Maybe the crystals are reusable, but only hold one charge at a time, and after firing you have to cast a spell (even a cantrip) into them to recharge them. [/QUOTE]
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