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<blockquote data-quote="Imaculata" data-source="post: 7760200" data-attributes="member: 6801286"><p>I'm currently running a pirate campaign that features flintlock weapons heavily. Some how it hasn't devalued the use of spells or other default D&D weapons. Flintlock weapons deal a lot of damage in my campaign, but they do have their drawbacks. They can misfire, and they can stop working if the weapons are exposed to water. But any spells that focus on projectiles/missiles (which would usually mean sling bullets, arrows and crossbow bolts) now also work on pistol/rifle bullets. This means that a spell like "protection from missiles" now also stops a bullet, and any spells that can enchant ammunition, also can be used to enchant a bullet. This allows my players to combine magic with flintlock weapons.</p><p></p><p>Some of the action takes place underwater however, and this is where flintlock weapons do not function. Also, because reloading a flintlock weapon costs a fullround action, the players are encouraged to fall back on their normal melee weapons when their guns are empty. This is very much in line with how historical pirates fought. The players can carry a bandolier of preloaded weapons, and fire them all until everything is empty (with the aid of the quickdraw feat, this is 3.5 mind you). Lastly when all guns are empty, they can draw their cutlass.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7760200, member: 6801286"] I'm currently running a pirate campaign that features flintlock weapons heavily. Some how it hasn't devalued the use of spells or other default D&D weapons. Flintlock weapons deal a lot of damage in my campaign, but they do have their drawbacks. They can misfire, and they can stop working if the weapons are exposed to water. But any spells that focus on projectiles/missiles (which would usually mean sling bullets, arrows and crossbow bolts) now also work on pistol/rifle bullets. This means that a spell like "protection from missiles" now also stops a bullet, and any spells that can enchant ammunition, also can be used to enchant a bullet. This allows my players to combine magic with flintlock weapons. Some of the action takes place underwater however, and this is where flintlock weapons do not function. Also, because reloading a flintlock weapon costs a fullround action, the players are encouraged to fall back on their normal melee weapons when their guns are empty. This is very much in line with how historical pirates fought. The players can carry a bandolier of preloaded weapons, and fire them all until everything is empty (with the aid of the quickdraw feat, this is 3.5 mind you). Lastly when all guns are empty, they can draw their cutlass. [/QUOTE]
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