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Community
General Tabletop Discussion
*Dungeons & Dragons
Make firearms "magic items"
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<blockquote data-quote="Kobold Avenger" data-source="post: 8988642" data-attributes="member: 779"><p>It's clearly 1d10 damage for a pistol and 1d12 damage for a musket, as it outright says so in the rule books whether it be a new PHB or the existing DMG. </p><p></p><p>Anything else here is just a bunch of people arguing houserules and what should or shouldn't be allowed in their own campaign settings.</p><p></p><p>There's also many other RPGs out there which are not D&D, that have had guns built in at the start. And firearms roughly use the same hit and damage rule as anything else in their respective systems, minus special things like firearms doing bashing/non-lethal damage against vampires in one particular RPG system. A cyborg hacker in another RPG system will just take some damage from a gunshot, while their magician friend mana-balls and finishes off a corporate black ops team.</p></blockquote><p></p>
[QUOTE="Kobold Avenger, post: 8988642, member: 779"] It's clearly 1d10 damage for a pistol and 1d12 damage for a musket, as it outright says so in the rule books whether it be a new PHB or the existing DMG. Anything else here is just a bunch of people arguing houserules and what should or shouldn't be allowed in their own campaign settings. There's also many other RPGs out there which are not D&D, that have had guns built in at the start. And firearms roughly use the same hit and damage rule as anything else in their respective systems, minus special things like firearms doing bashing/non-lethal damage against vampires in one particular RPG system. A cyborg hacker in another RPG system will just take some damage from a gunshot, while their magician friend mana-balls and finishes off a corporate black ops team. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Make firearms "magic items"
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