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Rules for pistols and muskets
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<blockquote data-quote="Kobold Avenger" data-source="post: 828528" data-attributes="member: 779"><p>In my campaign that I'll be starting up, firearms are mainly simple and martial weapons. Every class can at least use a small pistol and light musket. The damage ranges from 2d3 for tiny derringer pistols up to 2d8 damage, for medium sized characters. I'm generally having them all have a crit of 19-20/x3 and most forms of armor only use half of their rating against firearms. Every class also gets a defense rating, but armor does reduce class defense bonus by an ammount equal to half its armor check penalty. Taking an armor penetration feat, a character can ignore all non-ballistic armors in attack rolls.</p><p></p><p>Rolling a 1 on an attack roll with firearms causes problems with some, there's a table with results such as misfire, jam, backfire, delayed burn and explosion.</p><p></p><p>There's variations on many guns such as double-barrelled, pepperbox (4 shots), and there's the spitter weapons from the Spelljammer d20 campaign in Polyhedron which are like primitive revolvers but the size of the weapon is at least one category higher than it's single shot counterpart. Other available weapons are blunderbusses, combination weapons like rapier-pistols, bombs, rockets much like the ones used in ancient China, and flamethrowers (and it's counterparts which do other types of energy damage such as the acid-sprayer and freeze-cannon).</p></blockquote><p></p>
[QUOTE="Kobold Avenger, post: 828528, member: 779"] In my campaign that I'll be starting up, firearms are mainly simple and martial weapons. Every class can at least use a small pistol and light musket. The damage ranges from 2d3 for tiny derringer pistols up to 2d8 damage, for medium sized characters. I'm generally having them all have a crit of 19-20/x3 and most forms of armor only use half of their rating against firearms. Every class also gets a defense rating, but armor does reduce class defense bonus by an ammount equal to half its armor check penalty. Taking an armor penetration feat, a character can ignore all non-ballistic armors in attack rolls. Rolling a 1 on an attack roll with firearms causes problems with some, there's a table with results such as misfire, jam, backfire, delayed burn and explosion. There's variations on many guns such as double-barrelled, pepperbox (4 shots), and there's the spitter weapons from the Spelljammer d20 campaign in Polyhedron which are like primitive revolvers but the size of the weapon is at least one category higher than it's single shot counterpart. Other available weapons are blunderbusses, combination weapons like rapier-pistols, bombs, rockets much like the ones used in ancient China, and flamethrowers (and it's counterparts which do other types of energy damage such as the acid-sprayer and freeze-cannon). [/QUOTE]
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