D&D 5E (2014) Let's Talk About Guns in 5E

For what its worth...here.

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Kevin also noted in the updated/revised edition that he had made it too fiddly, because he was trying to enulate real weapons fire in a cinematic games. (I can post that dissertation if requested.
 

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personally i don't think any sort of automated firing gun would be desirable in DnD,

pistols, revolvers, shotguns, rifles and even perhaps some form of grenades launches, yes, sure, but i don't think anything that creates a stream of continuous hot lead is going to be beneficial for gameplay.

if you can't imagine seeing it in a western or a pirate movie i don't think it should be in DnD.
I'm on the fence because I kind of have this idea of different gangsters fighting a turf war in 1930s definitely not Chicago. The elf gang running around in Zoot suits fighting an orcish gang with the PCs being recruited for membership in definitely not The Untouchables.

But I can't do that without Tommy guns. ;)

P.S. I know there are games better suited but my players are far too casual to learn a different system.
 







This has come up as a side discussion in a few threads, so I wanted to start a dedicated thread to dig into the subject. Note that I don't think there is a hige difference between how guns would work in 5E 2014 vs 2024, so the 2014 tag is just to try and limit this discussion to various 5E versions of the game and rules.

Anyway -- it seems some people have strong opinions about the way 5E is built with relation to melee vs ranged combat, and especially with regards to the viability of firearms. I honestly do not understand the arguments. 5E is not particularly "melee locked" in my opinion. Lots of classes have access to spammable ranged attacks and perform fine. In addition, I do not think firearms should be treated as a different class of weapon from arrows or eldritch blasts. Nothing in 5E is remotely realistic or simulationist, so why would we try and make firearms (or lazer, mazer or plasma cannons) "realistic"?

the 5E engine is primarily focused on action adventure combat with Hollywood physics and John McClane style protagonists who get bloody but rarely fall down. Guns fit fine into that paradigm.

The sniper rifle argument is an interesting one, though: what do you do when your PCs want to use super long range, high caliber weapons to take out their targets instead of risking themselves? My answer is simple: don't put those things in the game. Don't give the players a "finger of death" gun if you don't want them to use it. But I know that will be unsatisfying to some folks.

So now that I have said my piece (peace?), what do you think? Do you think guns are a problem in the 5E rules? Why, or why not? Have you played a contemporary or sci-fi game with the 5E rules? If so, how did guns impact play?
Here's how I decided to implement gunpowder weapons in my 5.0 games:

Gunpowder Weapons

Simple Melee Weapon
Fire lance, cost: 2 gp, damage: 1d6 fire, weight: 6 lb., properties: Two-handed, smoke cloud, special.

Simple Ranged Weapon
Hand cannon, cost: 25 gp, damage: 1d6 piercing, weight: 6 lb., properties: Ammunition (range 30/120), loading, two-handed, armor-piercing, smoke cloud.

Martial Ranged Weapon
Arquebus, cost: 50 gp, damage: 1d8 piercing, weight: 11 lb., properties: Ammunition (range 80/320), loading, two-handed, armor-piercing, smoke cloud, supportable.

Weapon Properties

Armor-piercing. When making an attack with this weapon, the target's AC is effectively reduced for the purposes of this attack by up to 3 points deriving from the target's armor and/or a shield it is wearing. Also, the weapon emits a thunderous boom audible out to 300 feet.

Smoke cloud. When used, this weapon creates a 5-foot-radius sphere of smoke centered on the attacker. The sphere's area is heavily obscured. It lasts for one hour or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Supportable. Attacks made with this weapon gain advantage while the weapon is resting on a strong support (wall, prop, etc.)

Special Weapon Properties

Fire lance. When ignited as an action, this weapon emits a 10-foot cone of flame. All creatures in the area must make a DC 10 Dexterity saving throw or take 1d6 fire damage. The fire ignites any flammable objects in the area that aren’t being worn or carried.

Ammunition
Fire arrows (20), cost: 2 gp, weight: 1 lb.

Fire arrows. When fired from a bow or crossbow, this ammunition not only deals the weapon's damage to the target on a hit, but, whether the attack hits or misses, all creatures within a 10-foot radius of the target must make a DC 10 Dexterity saving throw or take 1d6 fire damage. The fire ignites any flammable objects in the area that aren’t being worn or carried.
 

Personally, i move firearms to simple weapons.

Modern guns just kill vibe of D&D for me. And by modern, i mean anything with cased ammo, so late 19ct tech. Laser, plasma and similar futuristic stuff, that's just wands in another form that don't need caster atunement.
 

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