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Why do guns do so much damage?
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<blockquote data-quote="DEFCON 1" data-source="post: 8293934" data-attributes="member: 7006"><p>All I know is that when one of my groups that was playing <em>Curse of Strahd</em> was in the tombs beneath the castle and they found the crypt that had the anachronistic "rifle"... I knew I wanted it to be more powerful than a typical D&D melee or ranged weapon just so that the "ballistic weapon" meant something to them.</p><p></p><p>So I basically treated it like a magic item and gave it almost the same properties as a Wand of Lightning Bolts:</p><p></p><p><em> This rifle has 7 "rounds" (charges). While holding it, you can use an action to use 1 of its "rounds" to fire the rifle (cast the <strong><a href="https://www.dndbeyond.com/spells/lightning-bolt" target="_blank">lightning bolt</a></strong> spell (save DC 15) but the damage is force rather than lightning and only can hit one target).</em></p><p><em></em></p><p><em>The rifle regains 1d6 + 1 expended "rounds" daily at dawn as you spend the night "prepping additional ammo". If you expend the rifle's last "round", roll a d20. On a 1, the rifle backfires and crumbles into ashes and is destroyed.</em></p><p></p><p>These are also not "realistic" per se... but since none of the combat rules in D&D are "realistic" in my opinion, all that mattered to me was to find the best way to make the rifle feel different and "better" in comparison to normal weaponry, while at the same time making sure the item was still balanced with anything else already in the game. Treating it like a magic item did that.</p><p></p><p>But if this kind of thing doesn't work for you, another option of course is that you use the <strong>Gunslinger</strong> fighter subclass for 5E that Matt Mercer had made (based off of the Pathfinder class), and which you can get rules for either from DMs Guild, or on D&D Beyond. And they include all the rules for firing, misfiring, reloading, trick shots, repairing the weapon and so forth.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8293934, member: 7006"] All I know is that when one of my groups that was playing [I]Curse of Strahd[/I] was in the tombs beneath the castle and they found the crypt that had the anachronistic "rifle"... I knew I wanted it to be more powerful than a typical D&D melee or ranged weapon just so that the "ballistic weapon" meant something to them. So I basically treated it like a magic item and gave it almost the same properties as a Wand of Lightning Bolts: [I] This rifle has 7 "rounds" (charges). While holding it, you can use an action to use 1 of its "rounds" to fire the rifle (cast the [B][URL='https://www.dndbeyond.com/spells/lightning-bolt']lightning bolt[/URL][/B] spell (save DC 15) but the damage is force rather than lightning and only can hit one target). The rifle regains 1d6 + 1 expended "rounds" daily at dawn as you spend the night "prepping additional ammo". If you expend the rifle's last "round", roll a d20. On a 1, the rifle backfires and crumbles into ashes and is destroyed.[/I] These are also not "realistic" per se... but since none of the combat rules in D&D are "realistic" in my opinion, all that mattered to me was to find the best way to make the rifle feel different and "better" in comparison to normal weaponry, while at the same time making sure the item was still balanced with anything else already in the game. Treating it like a magic item did that. But if this kind of thing doesn't work for you, another option of course is that you use the [B]Gunslinger[/B] fighter subclass for 5E that Matt Mercer had made (based off of the Pathfinder class), and which you can get rules for either from DMs Guild, or on D&D Beyond. And they include all the rules for firing, misfiring, reloading, trick shots, repairing the weapon and so forth. [/QUOTE]
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Why do guns do so much damage?
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