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.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.
YepWith 5.5 True Strike, Cantrips are pretty good WITH firearms!
not that "fanning the hammer" was a real thing any professional seriously did.Even in the Old West with six shooters, you had "fanning the hammer" as a technique.
As long as its single action.Even in the Old West with six shooters, you had "fanning the hammer" as a technique.
Here's how I decided to implement gunpowder weapons in my 5.0 games: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?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.