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<blockquote data-quote="Atom Mlatom" data-source="post: 6296685" data-attributes="member: 6720582"><p>I agree completely that accuracy should be the fundamental mechanic in an attack, and I love the trade off function of attack dice : damage dice.. </p><p></p><p>My point was not necessarily that the stats should be more exact according to history, but that there should be some trade offs and consistency relating to this "other" class of ranged weapons. In fact, the Range increment feature is a great way to reflect the emphasis on the function of accuracy here.</p><p></p><p>Here are some examples of my proposed changes:</p><p></p><p></p><ul> <li data-xf-list-type="ul">I have added a <strong>Reload</strong> column which specifies how long each weapon should take to reload in terms of <em>Actions</em>.</li> <li data-xf-list-type="ul">The yellow table is how the playtest is currently written.</li> <li data-xf-list-type="ul">The green table is how I would re-balance these same weapons. I'm still iffy on the costs, considering that could vary greatly depending on tech levels in your setting. I didn't mess with the "Rifle" because that's not the tech level I'm focusing on right now.</li> <li data-xf-list-type="ul">The orange table contains a few ideas on how new gunpowder weapons might look. (Plus the inclusion of a bayonet attachment and an example Superior Quality upgrade)</li> </ul><p></p><p>The important changes, in most cases, were a reduction of the Range increment and an increase of the Damage. This way there's a penalty to consider with your accuracy if you want to engage in long-range fights with these primitive firearms, but anyone who gets hit - even on a lucky shot - is going to hurt regardless. I see no reason why any musket-ball sized firearm shouldn't do at least as much damage as a heavy crossbow by default (accuracy non-withstanding,) or even as a lower end melee weapon (such as a dagger @ 2d6.)</p><p></p><p>Do these changes seem too radical?</p><p></p><p></p><table style='width: 100%'><tr><td><strong>Weapon<br /> </strong></td><td><strong>Damage</strong></td><td><strong>Range</strong></td><td><strong>Reload</strong></td><td><strong>Size</strong></td><td><strong>Weight</strong></td><td><strong>Cost</strong></td><td><strong>Special</strong></td></tr><tr><td>Arquebus</td><td>3d6</td><td>5</td><td><br /> </td><td>L</td><td>4</td><td>500</td><td><br /> </td></tr><tr><td>Musket</td><td>2d6</td><td>8</td><td><br /> </td><td>M</td><td>4</td><td>100</td><td><br /> </td></tr><tr><td>Pistol</td><td>1d6</td><td>5</td><td><br /> </td><td>S</td><td>3</td><td>100</td><td><br /> </td></tr><tr><td>Rifle</td><td>2d6</td><td>15</td><td><br /> </td><td>M</td><td>5</td><td>350</td><td><br /> </td></tr><tr><td>Arquebus</td><td>5d6</td><td>2</td><td>3</td><td>M</td><td>16</td><td>300</td><td><br /> </td></tr><tr><td>Musket</td><td>4d6</td><td>5</td><td>2</td><td>M</td><td>10</td><td>500</td><td><br /> </td></tr><tr><td>Pistol</td><td>3d6</td><td>3</td><td>2</td><td>S</td><td>3</td><td>300</td><td><br /> </td></tr><tr><td>Gearbox Pistol</td><td>3d6</td><td>3</td><td>2 / 4</td><td>S</td><td>8</td><td>750</td><td>4 Chambers</td></tr><tr><td>Scatterbox</td><td>4d6</td><td>1</td><td>2</td><td>S</td><td>4</td><td>275</td><td><br /> </td></tr><tr><td>Bayonet</td><td>2d6</td><td>melee</td><td>na</td><td>S</td><td>2</td><td>10</td><td>Attachment</td></tr><tr><td>Gearedbox Musket</td><td>4d6</td><td>5</td><td>3 / 6</td><td>L</td><td>20</td><td>1000</td><td>6 Chambers</td></tr><tr><td><br /> </td><td><br /> </td><td><br /> </td><td><br /> </td><td><br /> </td><td><br /> </td><td><br /> </td><td><br /> </td></tr><tr><td>Superior Quality Gearbox Pistol</td><td>5d6</td><td>4</td><td>2 / 4</td><td>S</td><td>8</td><td>4000</td><td></td></tr></table></blockquote><p></p>
[QUOTE="Atom Mlatom, post: 6296685, member: 6720582"] I agree completely that accuracy should be the fundamental mechanic in an attack, and I love the trade off function of attack dice : damage dice.. My point was not necessarily that the stats should be more exact according to history, but that there should be some trade offs and consistency relating to this "other" class of ranged weapons. In fact, the Range increment feature is a great way to reflect the emphasis on the function of accuracy here. Here are some examples of my proposed changes: [LIST] [*]I have added a [B]Reload[/B] column which specifies how long each weapon should take to reload in terms of [I]Actions[/I]. [*]The yellow table is how the playtest is currently written. [*]The green table is how I would re-balance these same weapons. I'm still iffy on the costs, considering that could vary greatly depending on tech levels in your setting. I didn't mess with the "Rifle" because that's not the tech level I'm focusing on right now. [*]The orange table contains a few ideas on how new gunpowder weapons might look. (Plus the inclusion of a bayonet attachment and an example Superior Quality upgrade) [/LIST] The important changes, in most cases, were a reduction of the Range increment and an increase of the Damage. This way there's a penalty to consider with your accuracy if you want to engage in long-range fights with these primitive firearms, but anyone who gets hit - even on a lucky shot - is going to hurt regardless. I see no reason why any musket-ball sized firearm shouldn't do at least as much damage as a heavy crossbow by default (accuracy non-withstanding,) or even as a lower end melee weapon (such as a dagger @ 2d6.) Do these changes seem too radical? [TABLE] [TR] [TD][B]Weapon [/B][/TD] [TD="align: center"][B]Damage[/B][/TD] [TD="align: center"][B]Range[/B][/TD] [TD="align: center"][B]Reload[/B][/TD] [TD="align: center"][B]Size[/B][/TD] [TD="align: center"][B]Weight[/B][/TD] [TD="align: center"][B]Cost[/B][/TD] [TD][B]Special[/B][/TD] [/TR] [TR] [TD="bgcolor: #ffff00"]Arquebus[/TD] [TD="bgcolor: #ffff00, align: center"]3d6[/TD] [TD="bgcolor: #ffff00, align: center"]5[/TD] [TD="bgcolor: #FFFF00, align: center"] [/TD] [TD="bgcolor: #ffff00, align: center"]L[/TD] [TD="bgcolor: #ffff00, align: center"]4[/TD] [TD="bgcolor: #ffff00, align: right"]500[/TD] [TD] [/TD] [/TR] [TR] [TD="bgcolor: #ffff00"]Musket[/TD] [TD="bgcolor: #ffff00, align: center"]2d6[/TD] [TD="bgcolor: #ffff00, align: center"]8[/TD] [TD="bgcolor: #FFFF00, align: center"] [/TD] [TD="bgcolor: #ffff00, align: center"]M[/TD] [TD="bgcolor: #ffff00, align: center"]4[/TD] [TD="bgcolor: #ffff00, align: right"]100[/TD] [TD] [/TD] [/TR] [TR] [TD="bgcolor: #ffff00"]Pistol[/TD] [TD="bgcolor: #ffff00, align: center"]1d6[/TD] [TD="bgcolor: #ffff00, align: center"]5[/TD] [TD="bgcolor: #FFFF00, align: center"] [/TD] [TD="bgcolor: #ffff00, align: center"]S[/TD] [TD="bgcolor: #ffff00, align: center"]3[/TD] [TD="bgcolor: #ffff00, align: right"]100[/TD] [TD] [/TD] [/TR] [TR] [TD="bgcolor: #ffff00"]Rifle[/TD] [TD="bgcolor: #ffff00, align: center"]2d6[/TD] [TD="bgcolor: #ffff00, align: center"]15[/TD] [TD="bgcolor: #FFFF00, align: center"] [/TD] [TD="bgcolor: #ffff00, align: center"]M[/TD] [TD="bgcolor: #ffff00, align: center"]5[/TD] [TD="bgcolor: #ffff00, align: right"]350[/TD] [TD] [/TD] [/TR] [TR] [TD="bgcolor: #00ff00"]Arquebus[/TD] [TD="bgcolor: #00ff00, align: center"]5d6[/TD] [TD="bgcolor: #00ff00, align: center"]2[/TD] [TD="bgcolor: #00ff00, align: center"]3[/TD] [TD="bgcolor: #00ff00, align: center"]M[/TD] [TD="bgcolor: #00ff00, align: center"]16[/TD] [TD="bgcolor: #00ff00, align: right"]300[/TD] [TD] [/TD] [/TR] [TR] [TD="bgcolor: #00ff00"]Musket[/TD] [TD="bgcolor: #00ff00, align: center"]4d6[/TD] [TD="bgcolor: #00ff00, align: center"]5[/TD] [TD="bgcolor: #00ff00, align: center"]2[/TD] [TD="bgcolor: #00ff00, align: center"]M[/TD] [TD="bgcolor: #00ff00, align: center"]10[/TD] [TD="bgcolor: #00ff00, align: right"]500[/TD] [TD] [/TD] [/TR] [TR] [TD="bgcolor: #00ff00"]Pistol[/TD] [TD="bgcolor: #00ff00, align: center"]3d6[/TD] [TD="bgcolor: #00ff00, align: center"]3[/TD] [TD="bgcolor: #00ff00, align: center"]2[/TD] [TD="bgcolor: #00ff00, align: center"]S[/TD] [TD="bgcolor: #00ff00, align: center"]3[/TD] [TD="bgcolor: #00ff00, align: right"]300[/TD] [TD] [/TD] [/TR] [TR] [TD="bgcolor: #ff9900"]Gearbox Pistol[/TD] [TD="bgcolor: #ff9900, align: center"]3d6[/TD] [TD="bgcolor: #ff9900, align: center"]3[/TD] [TD="bgcolor: #ff9900, align: center"]2 / 4[/TD] [TD="bgcolor: #ff9900, align: center"]S[/TD] [TD="bgcolor: #ff9900, align: center"]8[/TD] [TD="bgcolor: #ff9900, align: right"]750[/TD] [TD]4 Chambers[/TD] [/TR] [TR] [TD="bgcolor: #ff9900"]Scatterbox[/TD] [TD="bgcolor: #ff9900, align: center"]4d6[/TD] [TD="bgcolor: #ff9900, align: center"]1[/TD] [TD="bgcolor: #ff9900, align: center"]2[/TD] [TD="bgcolor: #ff9900, align: center"]S[/TD] [TD="bgcolor: #ff9900, align: center"]4[/TD] [TD="bgcolor: #ff9900, align: right"]275[/TD] [TD] [/TD] [/TR] [TR] [TD="bgcolor: #ff9900"]Bayonet[/TD] [TD="bgcolor: #ff9900, align: center"]2d6[/TD] [TD="bgcolor: #ff9900, align: center"]melee[/TD] [TD="bgcolor: #ff9900, align: center"]na[/TD] [TD="bgcolor: #ff9900, align: center"]S[/TD] [TD="bgcolor: #ff9900, align: center"]2[/TD] [TD="bgcolor: #ff9900, align: right"]10[/TD] [TD]Attachment[/TD] [/TR] [TR] [TD="bgcolor: #ff9900"]Gearedbox Musket[/TD] [TD="bgcolor: #ff9900, align: center"]4d6[/TD] [TD="bgcolor: #ff9900, align: center"]5[/TD] [TD="bgcolor: #ff9900, align: center"]3 / 6[/TD] [TD="bgcolor: #ff9900, align: center"]L[/TD] [TD="bgcolor: #ff9900, align: center"]20[/TD] [TD="bgcolor: #ff9900, align: right"]1000[/TD] [TD]6 Chambers[/TD] [/TR] [TR] [TD="bgcolor: #ff9900"] [/TD] [TD="bgcolor: #ff9900"] [/TD] [TD="bgcolor: #ff9900"] [/TD] [TD="bgcolor: #ff9900"] [/TD] [TD="bgcolor: #ff9900"] [/TD] [TD="bgcolor: #ff9900"] [/TD] [TD="bgcolor: #ff9900"] [/TD] [TD] [/TD] [/TR] [TR] [TD="bgcolor: #ff9900"]Superior Quality Gearbox Pistol[/TD] [TD="bgcolor: #ff9900, align: center"]5d6[/TD] [TD="bgcolor: #ff9900, align: center"]4[/TD] [TD="bgcolor: #ff9900, align: center"]2 / 4[/TD] [TD="bgcolor: #ff9900, align: center"]S[/TD] [TD="bgcolor: #ff9900, align: center"]8[/TD] [TD="bgcolor: #ff9900, align: right"]4000[/TD] [/TR] [/TABLE] [/QUOTE]
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