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Reloading a musket...
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<blockquote data-quote="Jack Haggerty" data-source="post: 58253" data-attributes="member: 89"><p>So, I was thinking it would be neat to have a group of gnomes who weren't really any sort of tinker, but had advenced to Renaissance technology before anyone else had... They'd have gunpowder and pistols and muskets and cannons and all those goodies. The main reason that they'd have them is because they discovered a plentiful source of mithril, allowing them to build light, strong barrels for the guns to contain the controlled explosions.</p><p></p><p>But that's all really beside the point.</p><p></p><p>Because of all this, I was looking through the rules for Renessaince weaponry and technology in the DMG and SRD. I found something a little funky...</p><p></p><p>From the SRD:</p><p></p><p><em>"Musket: The musket holds a single shot and requires a standard action to reload."</em></p><p></p><p>and</p><p></p><p><em>"Pistol: This pistol holds a single shot and requires a standard action to reload."</em></p><p></p><p>In other words, it takes about 3 seconds to reload a muzzle-loading gun. That didn't seem right at all, so I looked into it a little. All sources I found said something like, "A talented, trained musketeer can fire three well aimed shots in one minute." And most sources agreed that, in reality, this rarely happened, either due to conservation of ammo, misfires, or slow (improper) loading due to poor training.</p><p></p><p>A round is 6 seconds, meaning 10 rounds to a minute. That makes your average loading time two full-round actions, with one partial action to aim and fire.</p><p></p><p>Now, I'll agree that, game-wise, two rounds to load a weapon is a long time, but what about at least increasing the load-time to a full round action? </p><p></p><p>Maybe give the guns another benefit to offset that extra time... change the critical to 19-20/x3 perhaps? or have them ignore the target's Armor bonus at short range?</p><p></p><p>What do you guys think?</p></blockquote><p></p>
[QUOTE="Jack Haggerty, post: 58253, member: 89"] So, I was thinking it would be neat to have a group of gnomes who weren't really any sort of tinker, but had advenced to Renaissance technology before anyone else had... They'd have gunpowder and pistols and muskets and cannons and all those goodies. The main reason that they'd have them is because they discovered a plentiful source of mithril, allowing them to build light, strong barrels for the guns to contain the controlled explosions. But that's all really beside the point. Because of all this, I was looking through the rules for Renessaince weaponry and technology in the DMG and SRD. I found something a little funky... From the SRD: [i]"Musket: The musket holds a single shot and requires a standard action to reload."[/i] and [i]"Pistol: This pistol holds a single shot and requires a standard action to reload."[/i] In other words, it takes about 3 seconds to reload a muzzle-loading gun. That didn't seem right at all, so I looked into it a little. All sources I found said something like, "A talented, trained musketeer can fire three well aimed shots in one minute." And most sources agreed that, in reality, this rarely happened, either due to conservation of ammo, misfires, or slow (improper) loading due to poor training. A round is 6 seconds, meaning 10 rounds to a minute. That makes your average loading time two full-round actions, with one partial action to aim and fire. Now, I'll agree that, game-wise, two rounds to load a weapon is a long time, but what about at least increasing the load-time to a full round action? Maybe give the guns another benefit to offset that extra time... change the critical to 19-20/x3 perhaps? or have them ignore the target's Armor bonus at short range? What do you guys think? [/QUOTE]
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