Using guns in dnd Campaign [Archive] - Wizards Community

Post/Author/DateTimePost
shinobix5

09-15-07, 08:29 AM
as the thread states my group is using guns in an upcoming dnd campaign. the reason being is that my dm has found a really decent gun system (the Iron Kingdoms Campaign setting) to use. I decided that i wanted to use guns and had a question on feats since normal DnD doesnt have guns. I have asked CustServ three times and could not get a straight answer from them and since the 3.5 DMG only has the one page (page 146 i believe) on the subject and as such it is assumed you can use all ranged combat and utility feats for them. If possible i would like a staff writer to help answer this question but i would like all of your opinions as well
Majick

09-15-07, 08:38 AM
i would say treat them like crossbows for the purposes of feats and classes and such man. the mechanics makes more sense for them.
Nebo

09-15-07, 08:59 AM
Iron Kingdoms has some great rules for guns. Yes, normal ranged combat feats work for them as usual, unless it specifies a different weapon must be used. Interstingly enough, the Swashbuckler's insightful strike also works with them.
Ecalsneerg

09-15-07, 08:59 AM
Why not use Exotic Weapon Proficiency (Firearms), or make them martial weapons. It all depends on the rarity of guns in your campaign.
imakuni67

09-15-07, 11:13 PM
My gnome wizard/techsmith had a pistol in a forgotten realms campaign.

Size small, 1d12 piercing damage, x4 crit. 100 foot range

Took a full round to reload, on a natural 1 it jammed it took 1 minute to dislodge. Fun stuff. I pistolwhipped an orc to death when it jammed one time.
Artector

09-15-07, 11:17 PM
I second treating them like crossbows. Though I haven't read the rules you're using so it might not work out perfectly.
Salla

09-15-07, 11:48 PM
What particular feats are you curious about?
Ardenyl_Syn7

09-16-07, 12:57 AM
If you want your players to use guns often, I suggest making them martial weapons, under the idea that guns have been around long enough that most formally trained warriors would've been schooled in their operation. If not, then make players take the Exotic Weapon Proficiency (firearms) feat to use them.

And if you really want people to use guns, point them into the direction of the Reloading trait from Magic Item Compendium, if you have it; it's a +1 trait that really gives firearms a power boost.

Iron Kingdoms also has some feats in it that are really good for firearm users, including Sharpshooter, which allows you to add your Dex mod to your weapon damage with guns you have weapon focus with, for example.

Most other feats, such as Point Blank Shot, Precise Shot, etc., apply normally. Basically, like others have said before, treat them like crossbows.

The only feat that might be difficult to implement is Rapid Shot and/or Multishot. Guns cannot normally fire two bullets at once (unless it has two barrels), and gunpowder muzzleloaders take longer to reload than it make take to feasible fire another shot per round as Rapid Shot stipulates, unless you have Rapid Reload.

Hope that helps some!
Fireclave

09-16-07, 12:58 AM
You're probably never going to get a straight answer from customer service because guns are not part of standard D&D. The DMG's small section on guns is a varient for if you want to include guns or other "futuristic" weapons into your setting. So if you are going to houserule in guns into your campaign, you'd might as well houserule in your own rules to cover what the small section in the DMG doesn't.

The campaign setting you are porting the gun system from probably already covers how guns interact with feats in the PH/SRD. If it doesn't, I say just let them function as crossbows for the purpose of meeting feat prerequistes.
InkBlot

09-16-07, 01:29 AM
I decided that i wanted to use guns and had a question on feats since normal DnD doesnt have guns. I have asked CustServ three times and could not get a straight answer from them and since the 3.5 DMG only has the one page (page 146 i believe) on the subject and as such it is assumed you can use all ranged combat and utility feats for them.

When you fire a gun, you make a ranged attack. Any feat that works with ranged attacks will work with guns. That includes, but is not limited to, Point Blank Shot and Precise Shot.

Guns are ranged weapons. Any feat that works with ranged weapons, or weapons in general, will work with guns. That includes, but is not limited to, Weapon Focus and Improved Critical.

Et cetera.

These feats alter any ranged attack, including things like scorching ray spells and the Warlock's eldritch blast. No reason why they wouldn't work with guns. The feats were written with the fact that new material will constantly be developed for this game. They were written to encompass as many things as possible -- even things the designers hadn't dreamed of. That's one of the beautiful things about D&D. Just roll with it.

Also, doesn't Iron Kingdoms say something about this?

P.S.; Once upon a time, the developers walked among us on these boards. Then there was a great clash, and they left. Now none of them post on these boards. It seems sometimes like it's corporate policy. Some may post, but keep there identity secret, although it would be impossible to tell. Kieth Baker, the creator of Eberron, openly posts on the Eberron boards as Hellcow, but I think he's technically freelance.
Sleepwalker13666

09-16-07, 01:31 AM
The Swashbucklers Guide from AEG also had some great rules for firearms, but they are ranged weapons.

The feats they work with depend on the technology of the guns.

Rapid reload works for guns like crossbows, if you have access to six shooters rapid shot becomes a viable choice.
AtsuiShoto

09-16-07, 02:06 AM
Muzzle-loading muskets are pretty easy to aim and fire. Reloading them isn't. As such, the reloading success may be related to taking EWP: Musket or whatnot. With EWP: Musket and Rapid Reload, you could simulate a well-trained musketeer. Of course, you could also/instead apply a Gunnery skill. It's all up to you.
Planeswalker459

09-25-07, 04:32 PM
If you are still looking for other rules, the World of Warcraft RPG has a decent section on firearms, as they are a standard weapon of that game.

However, when it comes to using fireamrs, having played in a few campaigns that utilize them over regualr "D&D" weapons, the best way to use them is create your own rules FROM THE EXISITING SET YOU ARE BASING YOUR FIREARMS OFF OF. This is the best advice I can give, since, as a Fire arm wielding PC, it can save you headaches and arguments.
Legdiwena

09-25-07, 05:29 PM
DMG has rules for firearms.