Steampunk campaign questions

Thanks for the help. I really like those Privateer rules. Bloody awesome! Of course, the primary advantage of the genre: bards with steam-powered electric guitars. :D
 

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BigFreekinGoblinoid said:
I think a minimum of 2 rounds to reload is appropriate, otherwise no matter what the cost of obtaining them, firearms would dominate the campaign. Multiple shot weapons should be VERY rare.

Reloading should provoke AoO's.

I picture fighters shooting to begin a comabat, then pulling a sword for melee for instance.

Fumble rules ( misfires ) should alse be incorporated
You're exactly describing the Freeport rules I linked above! ;)
 

John Q. Mayhem said:
Aight, I'm thinking of starting a steampunk campaign, and I need a bit of help. If anyone here has played in/run one, can you just give me a few tips? My main problem is with the DMG's renaissance firearms. I'm thinking that they are severely underpowered, but I don't know how to fix 'em without making them ridiculous. Assistance?

ahem...looks around..you could always use a different system..I would recommend Savage Worlds .

But...since this is a d20 board and yo are likely wanting a d20 answer I would second both the Iron Kingdoms rules and the Freeport rules.
Check them Both out as they are basically free as linked here and use the one you like best! ;)
I think the ones posted by Joshua Dyal are particularly nice for a straight up steampunk setting. The misfire table helps keep things warm and fuzzy!
 

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