eamon
Explorer
I'm intending to run a 5e game based on the ZEITGEIST adventure path. Firearms are a significant part of Zeitgeist's flavor, but 5e has no published firearm rules so far.
My aim with these rules is to make firearms slightly (but noticably) more powerful than other ranged options, balanced by the fact that they're too impractical to reload in combat, and too expensive to be pervasive. Hopefully, this will mean that well-equipped people use firearms, but only as an opening salvo. I might work with a PC that wants to use them full-time, but that's not the aim of these rules.
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EDIT: I've updated these rules based on the feedback I've received; v2 is posted in #7.
Firearms are muzzle-loaded; (re)loading requires an action.
Firearm expert feat: +1Dex, reload free 1/turn.
[TABLE="width: 100%"] [TR] [TD]Name[/TD] [TD]Damage[/TD] [TD]Range[/TD] [TD]Price[/TD] [TD]Weight[/TD] [TD]Properties[/TD] [/TR] [TR] [TD="align: right"]Simple[/TD] [TD]
[/TD] [TD]
[/TD] [TD]
[/TD] [TD]
[/TD] [TD]
[/TD] [/TR] [TR] [TD]Pistol[/TD] [TD]1d8[/TD] [TD]30/120[/TD] [TD]50gp[/TD] [TD]2lb[/TD] [TD]light[/TD] [/TR] [TR] [TD]Target Pistol[/TD] [TD]1d8[/TD] [TD]40/160/800[/TD] [TD]400gp[/TD] [TD]2lb[/TD] [TD]light, rifled, rare[/TD] [/TR] [TR] [TD]Carbine[/TD] [TD]1d10[/TD] [TD]90/360[/TD] [TD]50gp[/TD] [TD]5lb[/TD] [TD]
[/TD] [/TR] [TR] [TD]Rifle-Carbine[/TD] [TD]1d10[/TD] [TD]100/400/2000[/TD] [TD]500gp[/TD] [TD]5lb[/TD] [TD]rifled, rare[/TD] [/TR] [TR] [TD]Shotgun[/TD] [TD]1d10[/TD] [TD]30/120[/TD] [TD]100gp[/TD] [TD]5lb[/TD] [TD]scatter, rare[/TD] [/TR] [TR] [TD="align: right"]Martial[/TD] [TD]
[/TD] [TD]
[/TD] [TD]
[/TD] [TD]
[/TD] [TD]
[/TD] [/TR] [TR] [TD]Musket[/TD] [TD]1d12[/TD] [TD]100/400[/TD] [TD]60gp[/TD] [TD]10lb[/TD] [TD]
[/TD] [/TR] [TR] [TD]Rifle-musket[/TD] [TD]1d12[/TD] [TD]110/440/2200[/TD] [TD]600gp[/TD] [TD]10lb[/TD] [TD]rifled[/TD] [/TR] [/TABLE] Rifled: Rifled weapons can accurately shoot at extreme range. To make a shot at extreme range (3rd number in the range column), you must aim at the target as an action. You can maintain your aim as a bonus action. You lose your aim when you move or take damage. While aiming, you can attack the target with disadvantage and a -2 penalty. An expert gunsmith can sometimes attach a spyglass to such a weapon; a well-aligned spyglass removes the -2 penalty (but not the disadvantage). When aiming through a spyglass you cannot see anything that is not directly in line with the target.
Rare: Requisitioning rare items is hard (the favor level increases by 1 - zeitgeist rule)
Scatter: Scatter weapons have advantage at close range. Furthermore, when you roll two dice due to the advantage and both hit, increase the damage roll by one die (e.g. 1d10 becomes 2d10).
What do you think?
My aim with these rules is to make firearms slightly (but noticably) more powerful than other ranged options, balanced by the fact that they're too impractical to reload in combat, and too expensive to be pervasive. Hopefully, this will mean that well-equipped people use firearms, but only as an opening salvo. I might work with a PC that wants to use them full-time, but that's not the aim of these rules.
----
EDIT: I've updated these rules based on the feedback I've received; v2 is posted in #7.
Firearms are muzzle-loaded; (re)loading requires an action.
Firearm expert feat: +1Dex, reload free 1/turn.
[TABLE="width: 100%"] [TR] [TD]Name[/TD] [TD]Damage[/TD] [TD]Range[/TD] [TD]Price[/TD] [TD]Weight[/TD] [TD]Properties[/TD] [/TR] [TR] [TD="align: right"]Simple[/TD] [TD]
[/TD] [TD]
[/TD] [TD]
[/TD] [TD]
[/TD] [TD]
[/TD] [/TR] [TR] [TD]Pistol[/TD] [TD]1d8[/TD] [TD]30/120[/TD] [TD]50gp[/TD] [TD]2lb[/TD] [TD]light[/TD] [/TR] [TR] [TD]Target Pistol[/TD] [TD]1d8[/TD] [TD]40/160/800[/TD] [TD]400gp[/TD] [TD]2lb[/TD] [TD]light, rifled, rare[/TD] [/TR] [TR] [TD]Carbine[/TD] [TD]1d10[/TD] [TD]90/360[/TD] [TD]50gp[/TD] [TD]5lb[/TD] [TD]
[/TD] [/TR] [TR] [TD]Rifle-Carbine[/TD] [TD]1d10[/TD] [TD]100/400/2000[/TD] [TD]500gp[/TD] [TD]5lb[/TD] [TD]rifled, rare[/TD] [/TR] [TR] [TD]Shotgun[/TD] [TD]1d10[/TD] [TD]30/120[/TD] [TD]100gp[/TD] [TD]5lb[/TD] [TD]scatter, rare[/TD] [/TR] [TR] [TD="align: right"]Martial[/TD] [TD]
[/TD] [TD]
[/TD] [TD]
[/TD] [TD]
[/TD] [TD]
[/TD] [/TR] [TR] [TD]Musket[/TD] [TD]1d12[/TD] [TD]100/400[/TD] [TD]60gp[/TD] [TD]10lb[/TD] [TD]
[/TD] [/TR] [TR] [TD]Rifle-musket[/TD] [TD]1d12[/TD] [TD]110/440/2200[/TD] [TD]600gp[/TD] [TD]10lb[/TD] [TD]rifled[/TD] [/TR] [/TABLE] Rifled: Rifled weapons can accurately shoot at extreme range. To make a shot at extreme range (3rd number in the range column), you must aim at the target as an action. You can maintain your aim as a bonus action. You lose your aim when you move or take damage. While aiming, you can attack the target with disadvantage and a -2 penalty. An expert gunsmith can sometimes attach a spyglass to such a weapon; a well-aligned spyglass removes the -2 penalty (but not the disadvantage). When aiming through a spyglass you cannot see anything that is not directly in line with the target.
Rare: Requisitioning rare items is hard (the favor level increases by 1 - zeitgeist rule)
Scatter: Scatter weapons have advantage at close range. Furthermore, when you roll two dice due to the advantage and both hit, increase the damage roll by one die (e.g. 1d10 becomes 2d10).
What do you think?
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