Speaking of firearms, does anyone use them in their game?

Green Knight

First Post
Just curious. I've been wanting to play Ravenloft again, for a while, and I'm planning on using a character armed with firearms. And a couple years ago, I played a Forgotten Realms campaign in which I played a Paladin with a pistol. So does anyone else here use firearms in their games?

Also, I haven't been keeping up, lately, but have their been any books with magical enchantments with firearms in mind? Specifically, something that gives you a quicker rate of fire? While firearms are good at lower levels, I don't want to end up being 16th level, and only getting 1 attack every 2 rounds, you know? Yeah, there're other enchantments that'd go great with firearms (+5 Flaming Bullets, for one) which can make your character an awesome sniper. But short of carrying 20 loaded pistols, I'd like to be able to play a high-level character who can use a firearm and still take advantage of his higher number of attacks. So has anyone seen any magical enchantment which does something like that? Thanks.

- Green Knight, who'd one day like to make a Ranger character similar to Benjamin Martin from the movie "The Patriot".
 

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Zhure

First Post
... only to speed up combat by threatening the players.

Seriously, not in 3e, though I had a PC who was a specialist in 2e. Because of the weird specialization rules, he could get 3/2 attacks per round at 1st level. There wasn't an allowance for the 1/3 fire rate, so he was blazingly fast at reloading compared to other gun users.

Greg
 



Psion

Adventurer
BiggusGeekus said:
It's a bad idea though. Gunpowder in my world is seen as an antiquated weapon in the face of fire magic.

Assuming fire magic is easily taught. :)

IMC, one major empire boosted the capabilities of its troops considerably by providing them with muskets. However, I use the "smoke powder" theory from C&T that states that it is an alchemical process to make the gunpowder. The Empire's wizards and alchemists rebelled and took the secrets with them. So IMC, there are some firearms kicking around, but smoke powder is hard to come by.
 


BiggusGeekus

That's Latin for "cool"
Psion said:
Assuming fire magic is easily taught.

Well, considering that it can be found in some cantrips and 1st level spells and given that most fantasy worlds (I don't know the setting you game in) have a magic university of some kind; I don't think that fire magic would be in sufficient commdity to stop the development of firearms dead in its tracks.

A 5th level wizard can cast a fireball. How many musketeers would that effect and what are the odds their gunpowder would ignite?

However, like I said, I have no idea how many wizards of 5th level or higher are in your world. Nor do I know if you have rule-zeroed the magic system. If you have, I would be very interested to know what you've come up with! 8)
 

Psion

Adventurer
BiggusGeekus said:
Well, considering that it can be found in some cantrips and 1st level spells and given that most fantasy worlds (I don't know the setting you game in) have a magic university of some kind; I don't think that fire magic would be in sufficient commdity to stop the development of firearms dead in its tracks.

A 5th level wizard can cast a fireball. How many musketeers would that effect and what are the odds their gunpowder would ignite?

However, like I said, I have no idea how many wizards of 5th level or higher are in your world. Nor do I know if you have rule-zeroed the magic system. If you have, I would be very interested to know what you've come up with! 8)

I'm not sure what you are saying here. Even as magic items, fire magic would be sufficiently rare that it isn't going to be as easy to churn out magic items as it would be able to make guns and smokepowder using the alchemy skill. For one, there is no XP cost, an inherent block to production on a large scale.

Magic will be a factor on any battlefield using the assumed demographics (which I pretty much follow.) But it is a bit easier to put a musket in the hands of legions of warriors and train them than it is to find mages with the right training and disposable XP to give them all (say) necklaces of missiles.
 

Azure Trance

First Post
I was just about to make a thread on this subject too. Don't forget these rules as well! (My personal favorite)

www.sleepingimperium.com

Best rules overall which I like, specificially the musket rules since as much as I'd like a six shooter and a fast loading remington rifle I think it's more then I want for firearms in my world.

Flicklock pistols and rifles have a certain antique to them, and could still be personalized since each one at that time could be considered a work of art in themself.

My question is - I have no idea of how much a pistol / rifle would cost, but when I saw Privateers Firearms rules it made me wonder why it wuld be that much.

A pistol is a few hundred gold pieces, rifles even more. Thousand and thousand of silver ...

But a gun is only a wooden stock, a metal barrel and a few doohickies for the trigger assembly and flint and whatnot. I could see it costing around 100 silver since it seems simple, spiraling upwards if youd want it done by a dwarven smith decked out in gold and whatnot.
 

LostSoul

Adventurer
I always though it would be interesting to run a campaign set during the 18-19th centuries. (Anybody ever see the movie series "Sharpe"? Title character played by Sean "Boromir" Bean. What a Ranger.)
 

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