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What Do You Do For: GUNPOWDER
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<blockquote data-quote="Stormborn" data-source="post: 3367126" data-attributes="member: 14041"><p>Using gunpowder is not a bad idea, but with several different executions it can be somewhat haphazard. There is a <a href="http://www.montecook.com/cgi-bin/page.cgi?arch_stuff62" target="_blank">Monte Cook PDF available for free here</a> and its somethign I have used before. The problem with their use in d20 M for DnD is that d20M uses a Massive damage threshold that is equal to Con, thus making firearms fairly deadly. In an established game, where you dont want to start changing a lot of rules, the easist thing to do is make them like crossbows, just different (which is basically the way that Monte handles them, as do a lot of other sources). </p><p></p><p>The other option is to make them rare, expensive, and powerful. In your campaing, where you want something "different" why not make the alien culture pseudoasian, with the warrior-elite the only ones allowed by law to carry firearms. Each one is handcrafted by a family gunsmith, all of whom are closely guarded and highly prized, and each one works a little differently. Come up with some ahistorical propelant (like IKs binary compound that only ignites when the two substances mix) to nix any real world knowledge of firearms. ["Pure" or paraelements like liquid fire and powedered air that when mixed cause tremendous explosions; dragon bones; distilled essences of extraplanar beings; special materials for the bullets too to do more and more damage, etc.] They could, for example, be the warrior caste's technological answer to "witches" (sorcerers and warlocks would work great), something that functions like magic but isn't. You could have hand grenades that function like fireballs (full of that liquid fire) and guns that work like the warlock's blast. Price them like magic items, require a EWP to use them, a Craft roll to load, and maybe make them more deadly by allowing them to ignore a certain amount of non-magical AC. In any case, play up the roleplaying issues involving them. Their legality. They almost mystic symbolism int he culture. Maybe the PCs could win a dispensation to carry or gain noble status, or they could join with a rebel gunsmith who is arming the middle class for an upcoming revolution. </p><p></p><p>Fantasy firearms can be cool, or they can be slightly more intersting replacements for crossbows.</p></blockquote><p></p>
[QUOTE="Stormborn, post: 3367126, member: 14041"] Using gunpowder is not a bad idea, but with several different executions it can be somewhat haphazard. There is a [URL=http://www.montecook.com/cgi-bin/page.cgi?arch_stuff62]Monte Cook PDF available for free here[/URL] and its somethign I have used before. The problem with their use in d20 M for DnD is that d20M uses a Massive damage threshold that is equal to Con, thus making firearms fairly deadly. In an established game, where you dont want to start changing a lot of rules, the easist thing to do is make them like crossbows, just different (which is basically the way that Monte handles them, as do a lot of other sources). The other option is to make them rare, expensive, and powerful. In your campaing, where you want something "different" why not make the alien culture pseudoasian, with the warrior-elite the only ones allowed by law to carry firearms. Each one is handcrafted by a family gunsmith, all of whom are closely guarded and highly prized, and each one works a little differently. Come up with some ahistorical propelant (like IKs binary compound that only ignites when the two substances mix) to nix any real world knowledge of firearms. ["Pure" or paraelements like liquid fire and powedered air that when mixed cause tremendous explosions; dragon bones; distilled essences of extraplanar beings; special materials for the bullets too to do more and more damage, etc.] They could, for example, be the warrior caste's technological answer to "witches" (sorcerers and warlocks would work great), something that functions like magic but isn't. You could have hand grenades that function like fireballs (full of that liquid fire) and guns that work like the warlock's blast. Price them like magic items, require a EWP to use them, a Craft roll to load, and maybe make them more deadly by allowing them to ignore a certain amount of non-magical AC. In any case, play up the roleplaying issues involving them. Their legality. They almost mystic symbolism int he culture. Maybe the PCs could win a dispensation to carry or gain noble status, or they could join with a rebel gunsmith who is arming the middle class for an upcoming revolution. Fantasy firearms can be cool, or they can be slightly more intersting replacements for crossbows. [/QUOTE]
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