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Pistols in the forgotten realms?
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<blockquote data-quote="Calico_Jack73" data-source="post: 1348260" data-attributes="member: 14403"><p>I know most of you won't agree with me but I think firearms lack the lethality in D&D that they should have. My house rule on them is that they are ranged touch attacks against any non-magical armor and even then only the magical bonus is counted. Armor can be bought that works against firearms but it weighs and costs twice as much. Also, with a successful hit the target has to make a Stun/Shock Fortitude save or fall unconcious due to shock. The DC is 10 + Damage dealt. If the target fails then it falls to the floor, immediately at -1 HP and begins dying. Creatures that don't suffer critical hits don't have to worry about it. Also, only creatures one size difference higher than the gun or lower have to make a saving throw. A Small pistol is a danger to Medium size creatures and smaller while a Medium pistol is a danger to Large creatures. The bullet is too small to have a chance to seriously injure a Huge creature. A fumble causes the weapon to backfire which damages the user who then has to make his own saves or succumb to shock.</p><p></p><p>I've playtested the system for the past three games and it works well. In our party we have a Gnomish Druid who has a small pistol and it hasn't unbalanced the game at all. I simply play the monsters as they should. Cover still gives bonus to AC so while they may not get any benefit from their armor they definitely dive for cover when a gun is involved... just the way it should happen. The system is really a take off from Cyberpunk 2020. You could expand it so that every weapon has a chance to cause shock (which is logical) and the DC would increase as you take more damage. The first 25% of you damage would be the DC 10 + damage. After that up to 50% could be DC 12 + damage. 75-50% would be DC 15 + damage. After that would be 20 + damage. Definitely more realistic but also more dice rolling intensive.</p></blockquote><p></p>
[QUOTE="Calico_Jack73, post: 1348260, member: 14403"] I know most of you won't agree with me but I think firearms lack the lethality in D&D that they should have. My house rule on them is that they are ranged touch attacks against any non-magical armor and even then only the magical bonus is counted. Armor can be bought that works against firearms but it weighs and costs twice as much. Also, with a successful hit the target has to make a Stun/Shock Fortitude save or fall unconcious due to shock. The DC is 10 + Damage dealt. If the target fails then it falls to the floor, immediately at -1 HP and begins dying. Creatures that don't suffer critical hits don't have to worry about it. Also, only creatures one size difference higher than the gun or lower have to make a saving throw. A Small pistol is a danger to Medium size creatures and smaller while a Medium pistol is a danger to Large creatures. The bullet is too small to have a chance to seriously injure a Huge creature. A fumble causes the weapon to backfire which damages the user who then has to make his own saves or succumb to shock. I've playtested the system for the past three games and it works well. In our party we have a Gnomish Druid who has a small pistol and it hasn't unbalanced the game at all. I simply play the monsters as they should. Cover still gives bonus to AC so while they may not get any benefit from their armor they definitely dive for cover when a gun is involved... just the way it should happen. The system is really a take off from Cyberpunk 2020. You could expand it so that every weapon has a chance to cause shock (which is logical) and the DC would increase as you take more damage. The first 25% of you damage would be the DC 10 + damage. After that up to 50% could be DC 12 + damage. 75-50% would be DC 15 + damage. After that would be 20 + damage. Definitely more realistic but also more dice rolling intensive. [/QUOTE]
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