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Rules for Firearms in 4e - what do you use?
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<blockquote data-quote="I'm A Banana" data-source="post: 5391068" data-attributes="member: 2067"><p>Yeah, as far as those guns go, their main advantage is range and exploiting elemental weaknesses. They don't even deal that much damage. FF guns in general have a reputation for being "reliable" (they don't usually miss) but low in damage (forex, they don't take your stats into account). </p><p></p><p>For <a href="http://finalfantasyzero.wikidot.com/hunter" target="_blank">FFZ's main gun-user</a>, it went through a few different ideas, and at one point even had a "gunner" job. But I am fond of the idea of tying weapon damage dice to class (which happens by default anyway with weapon proficiencies) rather than to the equipment itself. I'm still fiddling with exactly how to do equipment over there....but anyway.</p><p></p><p>Something I forgot to mention: a gun's <em>basic attack</em> should target Reflex, but if a gun is used as a weapon in a power, things get a bit messy. Most [W] powers assume a proficiency bonus on the attack roll, and so target AC. Most Implement powers don't, and so target things other than AC. You might let a gun-wielder turn a power with the <strong>weapon</strong> keyword that targets AC into one that targets Reflex (at least with the gun attack), but that gets a bit messy. Perhaps you just want to eat the penalty ("guns are inaccurate"), but that would lead to guns probably being used mostly for an attack action at the beginning of combat and then being dropped.</p><p></p><p>Which, aside from balance considerations, is pretty much how they were used IRL, so that might be a good thing for your game (it'll add a bit of PC damage on top of everything, but not even that much).</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5391068, member: 2067"] Yeah, as far as those guns go, their main advantage is range and exploiting elemental weaknesses. They don't even deal that much damage. FF guns in general have a reputation for being "reliable" (they don't usually miss) but low in damage (forex, they don't take your stats into account). For [URL="http://finalfantasyzero.wikidot.com/hunter"]FFZ's main gun-user[/URL], it went through a few different ideas, and at one point even had a "gunner" job. But I am fond of the idea of tying weapon damage dice to class (which happens by default anyway with weapon proficiencies) rather than to the equipment itself. I'm still fiddling with exactly how to do equipment over there....but anyway. Something I forgot to mention: a gun's [I]basic attack[/I] should target Reflex, but if a gun is used as a weapon in a power, things get a bit messy. Most [W] powers assume a proficiency bonus on the attack roll, and so target AC. Most Implement powers don't, and so target things other than AC. You might let a gun-wielder turn a power with the [B]weapon[/B] keyword that targets AC into one that targets Reflex (at least with the gun attack), but that gets a bit messy. Perhaps you just want to eat the penalty ("guns are inaccurate"), but that would lead to guns probably being used mostly for an attack action at the beginning of combat and then being dropped. Which, aside from balance considerations, is pretty much how they were used IRL, so that might be a good thing for your game (it'll add a bit of PC damage on top of everything, but not even that much). [/QUOTE]
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