Tiny preview for Scarrport: City of Secrets


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hey, thank the kind words!

On a slightly different note, I've decided to make a change to firearms, in order to reflect part of the feel of Scarrport.

I'm going to have pistols be revolvers (Six Shooters), and rifles be repeaters, like the old-style Winchester. The damage, range, bonuses, and encounter powers will all stay the same.
 

hey, thank the kind words!

On a slightly different note, I've decided to make a change to firearms, in order to reflect part of the feel of Scarrport.

I'm going to have pistols be revolvers (Six Shooters), and rifles be repeaters, like the old-style Winchester. The damage, range, bonuses, and encounter powers will all stay the same.

does that mean the load time will be different? And is it still a +1 prof or a +2 prof bonus?
 

I've decided to make a change to firearms, in order to reflect part of the feel of Scarrport.

I'm going to have pistols be revolvers (Six Shooters), and rifles be repeaters, like the old-style Winchester. The damage, range, bonuses, and encounter powers will all stay the same.

sounds nice, infact that is just perfect for the types of guns I would want to run in a D&D setting
next up you need the old wild west stand by...shotguns...

does that mean the load time will be different?

lol...god I hope so...becuse if I see in that book lever action=standard reload Imight shoot steam from my ears...
 

new idea for you...magic item


quick draw holster

Quick Draw Holster Level 8+
This special belt holsters your pistol and readies it for any attack
Lvl 8 3,400 gp Lvl 28 2,125,000 gp
Lvl 18 85,000 gp
Item Slot: Waist
Property: Gain a +1 item bonus to Intitive
Power (Daily): Free Action. at the end of a suprise round you are suprised on, or at the begining of one you are not suprised in you may draw and fire your pistol as a basic attack
Level 18: +2 item bonus to Intitive
Level 28: +3 item bonus to Intitive
 

I don't think there's anyhting wrong with the existing proficiencies, to hit bonuses, damage and the encounter power.

The load time, however, probably needs to be discussed.

I think making them Load minor might be alright, and a feat at higher tiers might even reduce it to Load free.

The issue though, is that, even though there's more involved with reloading muskets, you're still loading 6 rounds into a 6-gun, and (I think) 8 into a winchester'esque weapon.
 

new idea for you...magic item


quick draw holster

Quick Draw Holster Level 8+
This special belt holsters your pistol and readies it for any attack
Lvl 8 3,400 gp Lvl 28 2,125,000 gp
Lvl 18 85,000 gp
Item Slot: Waist
Property: Gain a +1 item bonus to Intitive
Power (Daily): Free Action. at the end of a suprise round you are suprised on, or at the begining of one you are not suprised in you may draw and fire your pistol as a basic attack
Level 18: +2 item bonus to Intitive
Level 28: +3 item bonus to Intitive

Cool Item!

I might snag it :)
 

You know, I'm re-thinking the reload times on the revolver (which I want to model off the Colt 45 of the old west) and the Rifle (which I'm modeling off the Winchester 1860 Henry model).

The revolver would have 6 bullets. Not accounting for the fact that a character would probably have two of these, loading 6 bullets in combat would take a standard action IMHO.

Beyond that, however, being able to take 6 (or 12, with two revolvers) shots in combat almost guarantees you won't have to reload, unless combat got really, really long.

The repeating rifles definitely require a load standard. The model I'm using held 15 cartridges; more than enough to get through a combat, but way too many to justify anything less that Load standard without a feat.

I think with that much firepower, we'll drop the encounter power as well.
 

You know, I'm re-thinking the reload times on the revolver (which I want to model off the Colt 45 of the old west) and the Rifle (which I'm modeling off the Winchester 1860 Henry model).

The revolver would have 6 bullets. Not accounting for the fact that a character would probably have two of these, loading 6 bullets in combat would take a standard action IMHO.

Beyond that, however, being able to take 6 (or 12, with two revolvers) shots in combat almost guarantees you won't have to reload, unless combat got really, really long.

The repeating rifles definitely require a load standard. The model I'm using held 15 cartridges; more than enough to get through a combat, but way too many to justify anything less that Load standard without a feat.

I think with that much firepower, we'll drop the encounter power as well.

I agree loading it completely would definately take a standard action, but you might want to think about a partial or single shot load as well. If I run through 12 bullets before the combat is over, I might not want to reload the full gun but a single bullet per round. Just something to think about before it comes up in your playtests.
 

new idea for you...magic item


quick draw holster

Quick Draw Holster Level 8+
This special belt holsters your pistol and readies it for any attack
Lvl 8 3,400 gp Lvl 28 2,125,000 gp
Lvl 18 85,000 gp
Item Slot: Waist
Property: Gain a +1 item bonus to Intitive
Power (Daily): Free Action. at the end of a suprise round you are suprised on, or at the begining of one you are not suprised in you may draw and fire your pistol as a basic attack
Level 18: +2 item bonus to Intitive
Level 28: +3 item bonus to Intitive

Nice, I hope they use it in the book!
 

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