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What Do You Do For: GUNPOWDER
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<blockquote data-quote="Celebrim" data-source="post: 3371174" data-attributes="member: 4937"><p>Shades of Green: Most of that sounds very reasonable and well thought out indeed.</p><p></p><p>A couple of thoughts.</p><p></p><p>1) Damage: My personal feeling is that it is too high, and that really the damage should only be an increment above equivalent crossbow damage. So like 1d8 for a pistol, 2d6 for a rifle, and 2d4 for a primitive 1 lb grenade. On the other hand, I feel that the critical range for a firearm should be 19-20/x3 - which reflects the fact that sometimes a hit from a firearm is just extraordinarily lethal no matter who you are.</p><p>2) Range Increments: Every time anyone mentions this, I make an effort to convince them that the range increments in the PH are about twice as long as they should be. Hitting a target at range is much harder than the PH rules suggest, and as written range increments rarely if ever come into play. However, also as written they (and the rules regarding spot and listen and range) are broken in the hands of a player that intends to abuse the rules. Please consider halfing the range increments you suggest and while you are at it cutting in half all the range increments in the PH.</p><p>On the other hand, the maximum radius of effect of a grenade should be about 20', with those creatures more than 10' away taking no damage on a successful saving throw.</p><p>3) Blunderbuss: It is a myth that the flared end of the barrel causes the shot in a blunderbuss to spread. Look it up. I know the temptation to have an area of effect weapon is great, but except in fiction it doesn't work that way. The spread of any shotgun like weapon at 30 yards or so is no more than about 3'. My suggestion is to simply give the Blunderbuss are very short range increment (say 10'), but give it an inherent +3 bonus to accuracy. If you must make it an 'area of effect weapon', make it a grenade like weapon which may 'hit' a nearby 5'x5' square if it misses and which causes splash damage (reflex save to avoid) around the location of where it does hit.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3371174, member: 4937"] Shades of Green: Most of that sounds very reasonable and well thought out indeed. A couple of thoughts. 1) Damage: My personal feeling is that it is too high, and that really the damage should only be an increment above equivalent crossbow damage. So like 1d8 for a pistol, 2d6 for a rifle, and 2d4 for a primitive 1 lb grenade. On the other hand, I feel that the critical range for a firearm should be 19-20/x3 - which reflects the fact that sometimes a hit from a firearm is just extraordinarily lethal no matter who you are. 2) Range Increments: Every time anyone mentions this, I make an effort to convince them that the range increments in the PH are about twice as long as they should be. Hitting a target at range is much harder than the PH rules suggest, and as written range increments rarely if ever come into play. However, also as written they (and the rules regarding spot and listen and range) are broken in the hands of a player that intends to abuse the rules. Please consider halfing the range increments you suggest and while you are at it cutting in half all the range increments in the PH. On the other hand, the maximum radius of effect of a grenade should be about 20', with those creatures more than 10' away taking no damage on a successful saving throw. 3) Blunderbuss: It is a myth that the flared end of the barrel causes the shot in a blunderbuss to spread. Look it up. I know the temptation to have an area of effect weapon is great, but except in fiction it doesn't work that way. The spread of any shotgun like weapon at 30 yards or so is no more than about 3'. My suggestion is to simply give the Blunderbuss are very short range increment (say 10'), but give it an inherent +3 bonus to accuracy. If you must make it an 'area of effect weapon', make it a grenade like weapon which may 'hit' a nearby 5'x5' square if it misses and which causes splash damage (reflex save to avoid) around the location of where it does hit. [/QUOTE]
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