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*Dungeons & Dragons
Pirates - more detailed firearms rules
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<blockquote data-quote="touc" data-source="post: 9601365" data-attributes="member: 19270"><p>Just like it sounds, our next campaign is going to be pirates and likely some variation of the Pathfinder <em>Skulls and Shackles. </em>I'm aiming to introduce Elizabethan-era firearms (usually used once in a skirmish), to make them attractive enough to spend the hundreds of gold upon but not game-breaking enough that you'd use them abusively or have a "gunslinger" class. That's too advanced. I'm looking to make them unique. As they are written, they're basically just a higher damage crossbow. </p><p></p><p><span style="color: rgb(184, 49, 47)"><strong>This supplements firearms in the PHB p215, </strong></span><em><span style="color: rgb(184, 49, 47)"><strong>Martial Ranged Weapons. Credit to AD&D Mighty Fortress supplement for ideas.</strong></span></em></p><p></p><p><strong>Pistols & Muskets </strong>are single-shot “snaplocks” that use flint and steel sparks to ignite the main charge of gunpowder, superior to “matchlocks” (where you had to light the weapon first, then aim). After firing, two hands are required to reload the weapon, making it an unwieldy proposition in the middle of a melee. Firearms cannot be used in a watery environment.</p><p></p><p>Pistols and muskets are generally accoutrements of the wealthy, not affordable nor reliable enough for the average pirate to use.</p><p></p><ul> <li data-xf-list-type="ul"><strong>No Ability Bonus to Damage. </strong>Bullets do damage as-is, but they are deadlier at short ranges.</li> <li data-xf-list-type="ul"><strong>Ammunition. </strong>You cannot recover bullets nor apply poison. You must have <strong>black powder </strong>applied during each <strong>reload</strong>.</li> <li data-xf-list-type="ul"><strong>Black powder. </strong>Required for each reload. Costs 1gp.</li> <li data-xf-list-type="ul"><strong>Deadly at Short Range. </strong>Any shot within short range ignores worn armor and shield bonuses to Armor Class. The DM has discretion to rule that certain types of Cover may not deter a firearm shot.</li> <li data-xf-list-type="ul"><strong>Exploding Dice. </strong>Damage rolls of 8, 10, or 12 add a bonus roll of the weapon damage die again. This can repeat and does not apply to the critical hit roll.</li> <li data-xf-list-type="ul"><strong>Misfires. </strong>A natural 1 on a d20 attack results in a clogged weapon that fails to fire. One (1) minute must be spent clearing the weapon to use it again. If in a moist environment such as a jungle or the ocean, the misfire increases by +1 (e.g. 1-2 on d20). Each attack leaves residue in the weapon, adding +1 to the misfire until cleared. If not cleaned daily, the misfire increases by +1 per day.</li> <li data-xf-list-type="ul"><strong>Reload. </strong>It takes 2 consecutive reload Actions to reload a firearm and two free hands to perform this Action. The one reloading must have a <strong>bullet</strong> and <strong>black powder</strong> at hand.</li> </ul></blockquote><p></p>
[QUOTE="touc, post: 9601365, member: 19270"] Just like it sounds, our next campaign is going to be pirates and likely some variation of the Pathfinder [I]Skulls and Shackles. [/I]I'm aiming to introduce Elizabethan-era firearms (usually used once in a skirmish), to make them attractive enough to spend the hundreds of gold upon but not game-breaking enough that you'd use them abusively or have a "gunslinger" class. That's too advanced. I'm looking to make them unique. As they are written, they're basically just a higher damage crossbow. [COLOR=rgb(184, 49, 47)][B]This supplements firearms in the PHB p215, [/B][/COLOR][I][COLOR=rgb(184, 49, 47)][B]Martial Ranged Weapons. Credit to AD&D Mighty Fortress supplement for ideas.[/B][/COLOR][/I] [B]Pistols & Muskets [/B]are single-shot “snaplocks” that use flint and steel sparks to ignite the main charge of gunpowder, superior to “matchlocks” (where you had to light the weapon first, then aim). After firing, two hands are required to reload the weapon, making it an unwieldy proposition in the middle of a melee. Firearms cannot be used in a watery environment. Pistols and muskets are generally accoutrements of the wealthy, not affordable nor reliable enough for the average pirate to use. [LIST] [*][B]No Ability Bonus to Damage. [/B]Bullets do damage as-is, but they are deadlier at short ranges. [*][B]Ammunition. [/B]You cannot recover bullets nor apply poison. You must have [B]black powder [/B]applied during each [B]reload[/B]. [*][B]Black powder. [/B]Required for each reload. Costs 1gp. [*][B]Deadly at Short Range. [/B]Any shot within short range ignores worn armor and shield bonuses to Armor Class. The DM has discretion to rule that certain types of Cover may not deter a firearm shot. [*][B]Exploding Dice. [/B]Damage rolls of 8, 10, or 12 add a bonus roll of the weapon damage die again. This can repeat and does not apply to the critical hit roll. [*][B]Misfires. [/B]A natural 1 on a d20 attack results in a clogged weapon that fails to fire. One (1) minute must be spent clearing the weapon to use it again. If in a moist environment such as a jungle or the ocean, the misfire increases by +1 (e.g. 1-2 on d20). Each attack leaves residue in the weapon, adding +1 to the misfire until cleared. If not cleaned daily, the misfire increases by +1 per day. [*][B]Reload. [/B]It takes 2 consecutive reload Actions to reload a firearm and two free hands to perform this Action. The one reloading must have a [B]bullet[/B] and [B]black powder[/B] at hand. [/LIST] [/QUOTE]
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