GreenTengu
Adventurer
Well, the thing is... early firearms kind of are the same as crossbows.
Crossbows pack a really frightening amount of force behind their bolts. A crossbow can puncture right through armor just the same way as a rifle shot can, if not better. Both weapons take a lot more time to load than the round system really allows.
You think of them as different mechanically, but-- what's the part that is doing the damage? It is a release of a create force behind something that punctures. The amount of force behind the object by the time it reaches the target is not all that different and whether you have a small metal ball or a metal arrow tip with a wooden shaft behind it, it makes very little difference. Certainly claiming your flintlock pistol is any more lethal than a crossbow is farcical and really, it is little things like that that make me say you are trying to make it different just to make it different rather than making it different to make any sense.
Honestly, the differences between the weapons? Well...
Okay, the process of reloading the rifle involves sticking a rod down the barrel to clean out any gunk, pouring new powder in, packing in some wadding and then adding the shot. To reload a crossbow, you need to pull back the string, wind it, place your new bolt. I suppose the crossbow is a bit faster then, but not by much. Not really enough to introduce a new rather unwieldy mechanic.
Your scatter mechanic is broken. Its just out and out broken. A simple weapon that deals 2d8 damage on a shot? Whatever the range it has, it has less range than a melee weapon. Surely you realize that. You cannot have a simple weapon that does more damage in a single attack roll than a heavy, two-handed melee weapon in the same category. Gold cost in and of itself cannot be relied on as a balancing factor. However ridiculous the price you put on something, if it is available it is still available.
I mean, think about this... martial character with firearm feat, has two attacks and a shotgun. First round of battle, moves forward and deals 4d8 damage. Next round he "only" does 2d8. What is even the point of having melee weapons in the game?
I don't even know how I could communicate this to you. If you won't listen, you just won't listen. What you are making here has nothing to do with crunch or realism or dynamic anything. You are simply making things different just to make them different and because you favor them, it is inevitable that you are going to build them in a way that will be broken.
The most functional, realistic and workable way to incorporate firearms without functionally replacing all weapons in the game with firearms is to do what I wrote in my previous post. Anything else is going to be way too powerful or way too weak. Because so much of the game is built on the weapons balancing to a particular formula that you are refusing to stick with simply to be different means that your weapons won't calculate out right and won't be balanced.
Crossbows pack a really frightening amount of force behind their bolts. A crossbow can puncture right through armor just the same way as a rifle shot can, if not better. Both weapons take a lot more time to load than the round system really allows.
You think of them as different mechanically, but-- what's the part that is doing the damage? It is a release of a create force behind something that punctures. The amount of force behind the object by the time it reaches the target is not all that different and whether you have a small metal ball or a metal arrow tip with a wooden shaft behind it, it makes very little difference. Certainly claiming your flintlock pistol is any more lethal than a crossbow is farcical and really, it is little things like that that make me say you are trying to make it different just to make it different rather than making it different to make any sense.
Honestly, the differences between the weapons? Well...
Okay, the process of reloading the rifle involves sticking a rod down the barrel to clean out any gunk, pouring new powder in, packing in some wadding and then adding the shot. To reload a crossbow, you need to pull back the string, wind it, place your new bolt. I suppose the crossbow is a bit faster then, but not by much. Not really enough to introduce a new rather unwieldy mechanic.
Your scatter mechanic is broken. Its just out and out broken. A simple weapon that deals 2d8 damage on a shot? Whatever the range it has, it has less range than a melee weapon. Surely you realize that. You cannot have a simple weapon that does more damage in a single attack roll than a heavy, two-handed melee weapon in the same category. Gold cost in and of itself cannot be relied on as a balancing factor. However ridiculous the price you put on something, if it is available it is still available.
I mean, think about this... martial character with firearm feat, has two attacks and a shotgun. First round of battle, moves forward and deals 4d8 damage. Next round he "only" does 2d8. What is even the point of having melee weapons in the game?
I don't even know how I could communicate this to you. If you won't listen, you just won't listen. What you are making here has nothing to do with crunch or realism or dynamic anything. You are simply making things different just to make them different and because you favor them, it is inevitable that you are going to build them in a way that will be broken.
The most functional, realistic and workable way to incorporate firearms without functionally replacing all weapons in the game with firearms is to do what I wrote in my previous post. Anything else is going to be way too powerful or way too weak. Because so much of the game is built on the weapons balancing to a particular formula that you are refusing to stick with simply to be different means that your weapons won't calculate out right and won't be balanced.