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Please critique my firearm rules
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<blockquote data-quote="eamon" data-source="post: 6397626" data-attributes="member: 51942"><p>Firearms for Zeitgeist in 5e; take 2!</p><p></p><p>[TABLE="class: cms_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"]<strong><em>Simple</em></strong>[/TD] [TD]</p><p>[/TD] [TD]</p><p>[/TD] [TD]</p><p>[/TD] [TD]</p><p>[/TD] [TD]</p><p>[/TD] [/TR] [TR] [TD]Pistol[/TD] [TD]1d8[/TD] [TD]30/120[/TD] [TD]50gp[/TD] [TD]2lb[/TD] [TD]muzzle-loaded, lethal, light</p><p>[/TD] [/TR] [TR] [TD]Target Pistol[/TD] [TD]1d8[/TD] [TD]40/160/800[/TD] [TD]400gp[/TD] [TD]2lb[/TD] [TD]muzzle-loaded, lethal, light, rifled, rare</p><p>[/TD] [/TR] [TR] [TD]Carbine[/TD] [TD]1d10[/TD] [TD]90/360[/TD] [TD]50gp[/TD] [TD]5lb[/TD] [TD]muzzle-loaded, lethal, two-handed</p><p>[/TD] [/TR] [TR] [TD]Rifle-Carbine[/TD] [TD]1d10[/TD] [TD]100/400/2000[/TD] [TD]500gp[/TD] [TD]5lb[/TD] [TD]muzzle-loaded, lethal, two-handed, rifled, rare</p><p>[/TD] [/TR] [TR] [TD]Shotgun[/TD] [TD]1d8</p><p>[/TD] [TD]25/100</p><p>[/TD] [TD]100gp[/TD] [TD]15lb</p><p>[/TD] [TD]muzzle-loaded, two-handed, scatter, rare</p><p>[/TD] [/TR] [TR] [TD="align: right"]<em><strong>Martial</strong></em>[/TD] [TD]</p><p>[/TD] [TD]</p><p>[/TD] [TD]</p><p>[/TD] [TD]</p><p>[/TD] [TD]</p><p>[/TD] [/TR] [TR] [TD]Musket[/TD] [TD]1d12[/TD] [TD]100/400[/TD] [TD]60gp[/TD] [TD]10lb[/TD] [TD]muzzle-loaded, lethal, two-handed</p><p>[/TD] [/TR] [TR] [TD]Rifle-musket[/TD] [TD]1d12[/TD] [TD]110/440/2200[/TD] [TD]600gp[/TD] [TD]10lb[/TD] [TD]muzzle-loaded, lethal, two-handed, rifled</p><p>[/TD] [/TR] [/TABLE] <strong><em></em></strong></p><p><strong><em>Muzzle-loaded: </em></strong>Muzzle-loaded weapons require a full action to load. Wielders not proficient with the weapon being loaded require two consecutive actions to load the weapon. Muzzle-loaded weapons cannot be fired without ammunition (you can consider them to have the ammunition property, except that spent ammunition cannot be recovered).</p><p></p><p><em><strong>Lethal</strong>:</em> Guns are particularly lethal. They deal an extra 1d12 damage on a critical hit (this dice is not doubled by the critical hit). However, on a critical miss, you suffer a misfire and take 1d6 damage.</p><p><strong><em></em></strong></p><p><strong><em>Rifled:</em></strong> 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.</p><p></p><p><em><strong>Rare</strong><strong>:</strong></em> Requisitioning rare items is hard (the favor level increases by 1 - zeitgeist rule)</p><p></p><p><strong><em>Scatter:</em></strong> Scatter weapons have advantage at close range. When you roll two dice at close range and both rolls would hit, increase the damage roll by one die (e.g. 1d8 becomes 2d8).</p><p></p><p><strong>Ammunition</strong> costs 1gp per 15 bullets; 2gp for rare weaponry. Scatter ammunition costs twice the usual amount.</p><p></p><p><strong>Firearm expert feat:</strong> +1Dex, reload free 1/turn.</p><p></p><p>What do you think?</p></blockquote><p></p>
[QUOTE="eamon, post: 6397626, member: 51942"] Firearms for Zeitgeist in 5e; take 2! [TABLE="class: cms_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"][B][I]Simple[/I][/B][/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]muzzle-loaded, lethal, light [/TD] [/TR] [TR] [TD]Target Pistol[/TD] [TD]1d8[/TD] [TD]40/160/800[/TD] [TD]400gp[/TD] [TD]2lb[/TD] [TD]muzzle-loaded, lethal, light, rifled, rare [/TD] [/TR] [TR] [TD]Carbine[/TD] [TD]1d10[/TD] [TD]90/360[/TD] [TD]50gp[/TD] [TD]5lb[/TD] [TD]muzzle-loaded, lethal, two-handed [/TD] [/TR] [TR] [TD]Rifle-Carbine[/TD] [TD]1d10[/TD] [TD]100/400/2000[/TD] [TD]500gp[/TD] [TD]5lb[/TD] [TD]muzzle-loaded, lethal, two-handed, rifled, rare [/TD] [/TR] [TR] [TD]Shotgun[/TD] [TD]1d8 [/TD] [TD]25/100 [/TD] [TD]100gp[/TD] [TD]15lb [/TD] [TD]muzzle-loaded, two-handed, scatter, rare [/TD] [/TR] [TR] [TD="align: right"][I][B]Martial[/B][/I][/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]muzzle-loaded, lethal, two-handed [/TD] [/TR] [TR] [TD]Rifle-musket[/TD] [TD]1d12[/TD] [TD]110/440/2200[/TD] [TD]600gp[/TD] [TD]10lb[/TD] [TD]muzzle-loaded, lethal, two-handed, rifled [/TD] [/TR] [/TABLE] [B][I] Muzzle-loaded: [/I][/B]Muzzle-loaded weapons require a full action to load. Wielders not proficient with the weapon being loaded require two consecutive actions to load the weapon. Muzzle-loaded weapons cannot be fired without ammunition (you can consider them to have the ammunition property, except that spent ammunition cannot be recovered). [I][B]Lethal[/B]:[/I] Guns are particularly lethal. They deal an extra 1d12 damage on a critical hit (this dice is not doubled by the critical hit). However, on a critical miss, you suffer a misfire and take 1d6 damage. [B][I] Rifled:[/I][/B] 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. [I][B]Rare[/B][B]:[/B][/I] Requisitioning rare items is hard (the favor level increases by 1 - zeitgeist rule) [B][I]Scatter:[/I][/B] Scatter weapons have advantage at close range. When you roll two dice at close range and both rolls would hit, increase the damage roll by one die (e.g. 1d8 becomes 2d8). [B]Ammunition[/B] costs 1gp per 15 bullets; 2gp for rare weaponry. Scatter ammunition costs twice the usual amount. [B]Firearm expert feat:[/B] +1Dex, reload free 1/turn. What do you think? [/QUOTE]
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