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<blockquote data-quote="BiggusGeekus@Work" data-source="post: 1053649" data-attributes="member: 7828"><p>The thing about 18th-century firearms isn't that they're better than longbows, they're just easier to use. It takes a long time to get good with a bow, but pointing and shooting is somewhat simpler.</p><p></p><p>So that a gun is an exotic weapon is a little crazy, although it makes sense for a D&D game. For steampunk you might want to move them to martial or simple weapons depending on how prevalent you want them to be.</p><p></p><p>Also, there's the whole concept of hit points. They don't reflect physical damage. They're an abstract concept. So a gun doing 8 points of damage to a 100 hit point character might best be described as a "narrow miss". In D&D you could get away with a "light bruise" but with guns we expect a bit more impact when you get hit. You may want to move to a modified Vitality Point/Wound Point system. The character's hit points at first level are the characters "true" hit points, everything else is luck/narrow misses/whatever.</p><p></p><p>The advent of guns saw a declined use in heavy armor. Assuming you want to keep that, grant the characters a Defense Bonus to AC. <em>Star Wars d20</em> or <em>Wheel of Time</em> have good examples of this. A rough simulation might be to give the characters an AC bonus equal to 1/2 their FORT save, with that save being capped for armor DEX penalty.</p><p></p><p>Hope that helps.</p></blockquote><p></p>
[QUOTE="BiggusGeekus@Work, post: 1053649, member: 7828"] The thing about 18th-century firearms isn't that they're better than longbows, they're just easier to use. It takes a long time to get good with a bow, but pointing and shooting is somewhat simpler. So that a gun is an exotic weapon is a little crazy, although it makes sense for a D&D game. For steampunk you might want to move them to martial or simple weapons depending on how prevalent you want them to be. Also, there's the whole concept of hit points. They don't reflect physical damage. They're an abstract concept. So a gun doing 8 points of damage to a 100 hit point character might best be described as a "narrow miss". In D&D you could get away with a "light bruise" but with guns we expect a bit more impact when you get hit. You may want to move to a modified Vitality Point/Wound Point system. The character's hit points at first level are the characters "true" hit points, everything else is luck/narrow misses/whatever. The advent of guns saw a declined use in heavy armor. Assuming you want to keep that, grant the characters a Defense Bonus to AC. [i]Star Wars d20[/i] or [i]Wheel of Time[/i] have good examples of this. A rough simulation might be to give the characters an AC bonus equal to 1/2 their FORT save, with that save being capped for armor DEX penalty. Hope that helps. [/QUOTE]
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