| Post/Author/DateTime | Post |
|---|---|
| Shell01-05-05, 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 |
| ff6shadow01-05-05, 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_Islash01-05-05, 11:53 AM | I would never allow guns in D&D unless they are specifically magic in nature. /// |
| Icel01-05-05, 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. |
| Vharuck01-05-05, 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. |
| Nephlite01-05-05, 02:20 PM | I would never allow guns in D&D unless they are specifically magic in nature. /// 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_Islash01-05-05, 04:46 PM | you could have cannons that fire magic missile /// |
| Kevlimin Soulaxe01-05-05, 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. |
| Shell01-05-05, 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 |
| Shell01-05-05, 07:59 PM | Man I love being dislexic. Tis ok I found it. |
| Megrim_Lord01-05-05, 08:04 PM | I would never allow guns in D&D unless they are specifically magic in nature. /// FR has nonmagical guns... |