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<blockquote data-quote="ArchfiendBobbie" data-source="post: 7313716" data-attributes="member: 6867728"><p>Okay, if you want realistic (as someone mentioned earlier), let's start by dispelling a media-perpetrated myth.</p><p></p><p>Firearms are, in general, one of the less-lethal weapons in humanity's arsenal. Look up gunshot statistics sometime; one thing you'll notice is that not only do most people who are shot <em>survive</em>, but a vast number of them walk away with nothing more than a scar and a scary story to tell. Just about every weapon in the DnD arsenal has a higher lethal rate.</p><p></p><p>There are two exceptions: The flintlock pistol and musket. Both of these weapons are just fine where they are, and the musket might actually be suited by an increase in damage. In real life, both of these weapons had a very high lethal rate when they hit. They just didn't have any accuracy to speak of, which is why the idea of a firing line evolved.</p><p></p><p>So if you want realistic, you can start by lowing the damage of just about every weapon. The 9mm and 5.56mm weapons, in particular, are not very lethal in real life; 9mms are the most common round that people get shot with, and thus survive, while the 5.56mm was intentionally designed to wound instead of kill. While both of these rounds can kill someone very easily, they're not good at it.</p><p></p><p>The other thing you can do is increase the shotgun ranges a bit. In general, you're not going to see the low of 30 feet as a max range on a shotgun unless you've loaded it with something like rocksalt. They should also be at the higher end of firearm damage, as a shotgun blast to the chest tends to be pretty lethal. There's a reason why Americans issued them during World War 2. Other than that, I would leave them alone; by the time the pellets have hit a range where spread is an issue, they've also usually not going to be a problem for a player character. The spread issue was a problem with the blunderbuss, but modern shotgun rounds tend to act a lot more like bullets as far as accuracy and tend to be pretty accurate in the hands of someone trained in their usage.</p><p></p><p>The antimateriel rifle and heavy weapons? Leave their damage alone.</p><p></p><p>I would also suggest looking up weapon weights. The AA-12, for example, is 6 pounds too heavy. Even the original version, which was considered heavy enough it needed less weight, only came in at 11 pounds.</p><p></p><p>That's just advice to start.</p><p></p><p>Now, if you want cinematic, leave it alone. Perfect representation.</p></blockquote><p></p>
[QUOTE="ArchfiendBobbie, post: 7313716, member: 6867728"] Okay, if you want realistic (as someone mentioned earlier), let's start by dispelling a media-perpetrated myth. Firearms are, in general, one of the less-lethal weapons in humanity's arsenal. Look up gunshot statistics sometime; one thing you'll notice is that not only do most people who are shot [I]survive[/I], but a vast number of them walk away with nothing more than a scar and a scary story to tell. Just about every weapon in the DnD arsenal has a higher lethal rate. There are two exceptions: The flintlock pistol and musket. Both of these weapons are just fine where they are, and the musket might actually be suited by an increase in damage. In real life, both of these weapons had a very high lethal rate when they hit. They just didn't have any accuracy to speak of, which is why the idea of a firing line evolved. So if you want realistic, you can start by lowing the damage of just about every weapon. The 9mm and 5.56mm weapons, in particular, are not very lethal in real life; 9mms are the most common round that people get shot with, and thus survive, while the 5.56mm was intentionally designed to wound instead of kill. While both of these rounds can kill someone very easily, they're not good at it. The other thing you can do is increase the shotgun ranges a bit. In general, you're not going to see the low of 30 feet as a max range on a shotgun unless you've loaded it with something like rocksalt. They should also be at the higher end of firearm damage, as a shotgun blast to the chest tends to be pretty lethal. There's a reason why Americans issued them during World War 2. Other than that, I would leave them alone; by the time the pellets have hit a range where spread is an issue, they've also usually not going to be a problem for a player character. The spread issue was a problem with the blunderbuss, but modern shotgun rounds tend to act a lot more like bullets as far as accuracy and tend to be pretty accurate in the hands of someone trained in their usage. The antimateriel rifle and heavy weapons? Leave their damage alone. I would also suggest looking up weapon weights. The AA-12, for example, is 6 pounds too heavy. Even the original version, which was considered heavy enough it needed less weight, only came in at 11 pounds. That's just advice to start. Now, if you want cinematic, leave it alone. Perfect representation. [/QUOTE]
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