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Working on converting Pathfinder's firearm rules to 5e
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<blockquote data-quote="Tormyr" data-source="post: 9332427" data-attributes="member: 6776887"><p>With the Zeitgeist adventure path originally using PF's firearms rules, I have been looking at adjusting those rules in 5e for my campaign. I would value feedback on my efforts so far.</p><p></p><p>The primary design goals:</p><ul> <li data-xf-list-type="ul">The rules should be simplified when possible over the Pathfinder version.</li> <li data-xf-list-type="ul">Firearms should be mechanically different than other ranged weapons. Not necessarily better or worse---just different.</li> </ul><p>The highlights</p><ul> <li data-xf-list-type="ul">Firearms are a bit easier to hit with than other ranged attacks. If you are proficient with firearms and make a ranged weapon attack with a firearm, you add a bonus of half your proficiency bonus, rounded up. This replaces Touch AC and Ranged Touch Attacks, but avoids punishing the heavy armor builds since 5e doesn't have an equivalent to PF's flat-footed to balance out the Touch AC.</li> <li data-xf-list-type="ul">Firearms do a bit more damage on a critical hit. This replaces expanded crit range.</li> <li data-xf-list-type="ul">Depending on setting, firearms and ammunition are expensive.</li> <li data-xf-list-type="ul">Firearm range is shorter than other ranged weapons.</li> <li data-xf-list-type="ul">Firearms have a small chance to misfire, which damages them. Using more complex firearms and ammunition, as well as firing with disadvantage, increase the chances of a misfire. Damaged firearms have disadvantage on ranged attack rolls.</li> <li data-xf-list-type="ul">Firearms are slow to reload. You can spend gold or feats to speed this up.</li> </ul><p>Potential Downsides</p><ul> <li data-xf-list-type="ul">Perceived unfairness (flat bonus is too much, reload speed is too slow, etc.). Hopefully, the balance of pros and cons for firearms gives the perception of fairness.</li> <li data-xf-list-type="ul">Misfire calculation is a bit complex/time consuming. Hopefully, that is mitigated by making a note of the misfire value next to the attack on the character sheet.</li> </ul><p>Text to follow.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 9332427, member: 6776887"] With the Zeitgeist adventure path originally using PF's firearms rules, I have been looking at adjusting those rules in 5e for my campaign. I would value feedback on my efforts so far. The primary design goals: [LIST] [*]The rules should be simplified when possible over the Pathfinder version. [*]Firearms should be mechanically different than other ranged weapons. Not necessarily better or worse---just different. [/LIST] The highlights [LIST] [*]Firearms are a bit easier to hit with than other ranged attacks. If you are proficient with firearms and make a ranged weapon attack with a firearm, you add a bonus of half your proficiency bonus, rounded up. This replaces Touch AC and Ranged Touch Attacks, but avoids punishing the heavy armor builds since 5e doesn't have an equivalent to PF's flat-footed to balance out the Touch AC. [*]Firearms do a bit more damage on a critical hit. This replaces expanded crit range. [*]Depending on setting, firearms and ammunition are expensive. [*]Firearm range is shorter than other ranged weapons. [*]Firearms have a small chance to misfire, which damages them. Using more complex firearms and ammunition, as well as firing with disadvantage, increase the chances of a misfire. Damaged firearms have disadvantage on ranged attack rolls. [*]Firearms are slow to reload. You can spend gold or feats to speed this up. [/LIST] Potential Downsides [LIST] [*]Perceived unfairness (flat bonus is too much, reload speed is too slow, etc.). Hopefully, the balance of pros and cons for firearms gives the perception of fairness. [*]Misfire calculation is a bit complex/time consuming. Hopefully, that is mitigated by making a note of the misfire value next to the attack on the character sheet. [/LIST] Text to follow. [/QUOTE]
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