Blunderbuss and other cool guns [Archive] - Wizards Community

Post/Author/DateTimePost
Shell

01-05-05, 06:55 AM
Hello there everyone.

I am looking for some rules to cover the Blunderbuss, Musketoon, and various cannons (although I might just used the catapult rules for them) from around the 1600's for a pirate game =)

Does anyone know if these rules exist in a supplement or dragon magazine or has anyone created rules for them?

I'd love some help in the matter.

cheers

Shell
ff6shadow

01-05-05, 09:03 AM
I beleive they have guidline for a handfull of guns in the DMG. Their are also guns listed in Dragon but I'm not sure which issue.
kam_Islash

01-05-05, 11:53 AM
I would never allow guns in D&D unless they are specifically magic in nature.

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Icel

01-05-05, 01:43 PM
two places to search:
Warcraft RPG (by sword & sorcery). In the world of WC they have steam technology.
Sorcery & Steam (by fantasy flight games). A supplement for combining steam tech to your d&d game.
Vharuck

01-05-05, 02:02 PM
These are covered in the DMG as special weapons for renaissance (sp?) times, and if used as printed, are well abalanced in a D&D setting. You probably should follow the example FR has set, though, to explain why there aren't hundreds of guns floating around: wizards are either selfishly jealous or worried by the danger these guns pose and will hunt down those who buy/sell/use smoke powder or pistols. Or even make it a requirement that magic is necessary in the creation of smoke powder. Also remember that reloading one takes a while, as they are one-shot guns.
Nephlite

01-05-05, 02:20 PM
I would never allow guns in D&D unless they are specifically magic in nature.

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Why when you roll a natural one the gun powder has a chance of blowing up (dealing you same damage as gun around 2d6 or 3d6).

Carrying powder around can be dangerous. Warcraft has best rules on guns I think. As well as Aracane Addiction:besides the benfits it addds the penalties keep wizards from casting strongest spells possible. Who wants curroption.
kam_Islash

01-05-05, 04:46 PM
you could have cannons that fire magic missile

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Kevlimin Soulaxe

01-05-05, 05:07 PM
You guys need to read Redgar's Repository. There is an entire article about guns. As for the topic, try D20 Modern. It will work much better.
Shell

01-05-05, 07:42 PM
Hello =) Umm thanks for the help, I know they are in the DMG, its just those guns that are not.

I want to allow guns in dnd because in the 1600's during the begging of the golden era for pirates there were guns. I want to have the feel of them in the game. Why would they be magic? magic can do much worse buy the time a fighter has a gun, a wizard has a fireball that does 5D6. you cant add your str bonus to a bullet ;)

I'll have a look in Warcraft... Thats a great idea, i know someone who has it.

Oh yeah relaoding takes a while... you should see the cannons! it takes like 6 rounds to reload one =) with a fully knowledgeable crew.

Where would I find Redgar's reoisutory?

-Shell
Shell

01-05-05, 07:59 PM
Man I love being dislexic.
Tis ok I found it.
Megrim_Lord

01-05-05, 08:04 PM
I would never allow guns in D&D unless they are specifically magic in nature.

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FR has nonmagical guns...