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Please critique my firearm rules
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<blockquote data-quote="ccooke" data-source="post: 6398509" data-attributes="member: 6695890"><p>Definitely don't rule sneak attack impossible - 5e sneak attack isn't precision damage, it's about catching the enemy off-guard. The thing to imagine is the rogue is trained to look for the opening where the target is dealing with something else, unaware or whatever and strike then. </p><p>the simplest way to deal with it is probably just "This weapon deals one extra dice of damage upon a critical hit"</p><p></p><p></p><p></p><p>So, I've been thinking about this. As a suggestion (that may be too complex, but I think looks quite interesting), try this:</p><p></p><p>Before it can be fired, a flintlock weapon must be <em>loaded</em> and <em>primed</em>. <em>Loading</em> takes one action and reduces your move by half. <em>Priming</em> takes an action.</p><p>(This has some nice effects, like preventing you from loading a weapon when grappled or restrained)</p><p></p><p>A Firearms feat could then be:</p><p>* Increase Dex by 1</p><p>* Gain the ability to load a flintlock in a single action, without any reduction of speed</p><p>* Gain proficiency in a bayonet attachment on two-handed firearms, treating it as a finesse weapon dealing 1d8 piercing damage</p><p></p><p>That seems to be about the right size for a feat. Bayonets were around very early in the use of firearms, specifically because they took a long time to load. They were said to require some training to use, so without proficiency they would be an improvised spearlike weapon.</p></blockquote><p></p>
[QUOTE="ccooke, post: 6398509, member: 6695890"] Definitely don't rule sneak attack impossible - 5e sneak attack isn't precision damage, it's about catching the enemy off-guard. The thing to imagine is the rogue is trained to look for the opening where the target is dealing with something else, unaware or whatever and strike then. the simplest way to deal with it is probably just "This weapon deals one extra dice of damage upon a critical hit" So, I've been thinking about this. As a suggestion (that may be too complex, but I think looks quite interesting), try this: Before it can be fired, a flintlock weapon must be [I]loaded[/I] and [I]primed[/I]. [I]Loading[/I] takes one action and reduces your move by half. [I]Priming[/I] takes an action. (This has some nice effects, like preventing you from loading a weapon when grappled or restrained) A Firearms feat could then be: * Increase Dex by 1 * Gain the ability to load a flintlock in a single action, without any reduction of speed * Gain proficiency in a bayonet attachment on two-handed firearms, treating it as a finesse weapon dealing 1d8 piercing damage That seems to be about the right size for a feat. Bayonets were around very early in the use of firearms, specifically because they took a long time to load. They were said to require some training to use, so without proficiency they would be an improvised spearlike weapon. [/QUOTE]
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