Character gets a Colt .45? (In a campaign w/gunpowder) [Archive] - Wizards Community

Post/Author/DateTimePost
SolemnDusk

12-04-06, 08:29 PM
Well, I'm running a game with gunpowder & renaissance firearms,

Can a character with BAB 15 make 3 attacks (as a full-attack action) with a repeating crossbow? I'm wanting to find out how many attacks a character with a revolver would get, and I figured that would be the closest thing.

Also, the player who's looking for this revolver for his guy was wondering about reloading his spent cartridges. I know it's not that hard in real life, but what would you set the DC at, and what skill would it use? Maybe a new skill, always cross-class - "Craft: Modern Ammo"? Perhaps a natural 1 could ignite the powder and do a few points of damage?

At first, I was concerned with balance issues, but my campaign is pretty high-powered anyway... for instance, our two most unusual characters are a Half-Celestial Vanara Monk and a Winged Githzerai Samurai/Monk/Ardent/Elocater (this is the guy going after the Revolver... he's gonna be scary with his 28 dex), if that's any indication of the type of game I'm running... :)
Dire_Rhino

12-04-06, 08:36 PM
Yes, but only if the cartrige holds 3 arrows.
Crossbow, Repeating

The repeating crossbow (whether heavy or light) holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity.

So a PC can fire, reload (free action), fire, reload, fire, reload.

As for reloading spent cartridges, if the campaign world is technologically advanced enough, I'd say that it would fall under Craft:Weaponsmithing or something (the equivalent of Craft:Bowmaking in your world?), and set the value equal to 1/2 of purchasing the cartridges (more or less depending how easy you want it to be). Then you can apply the normal Craft check rules.
revnk

12-04-06, 08:41 PM
Sorry to be pedantic, but a Colt .45 is not a Renaissance firearm. Almost the opposite, really (i.e. it's a very modern--19th century--weapon*).

The SRD for d20 modern has revolver rules here (http://64.223.12.31/default.asp?x=d20/article/msrd). I'm not overly familiar with d20M, but it looks like revolvers are treated as semiautomatic weapons, with one shot per attack, so a character with multiple attacks gets multiple shots.

I don't think reloading cartridges would be overly difficult, but someone else here may be able to give a second opinion. I don't know that you need to set much of a DC, since it seems like the DC would be low and someone ought to be able to take 20 on it.

Good luck!



*Wikipedia (http://en.wikipedia.org/wiki/.45_Colt) lists an 1873 introduction date, with use up through the Spanish-American War: making it almost a 20th century weapon.
SolemnDusk

12-04-06, 08:49 PM
Oh yeah, I know a Colt isn't a Renaissance era weapon, I was just pointing out that I was running a campaign w/Renaissance weapons, and one of the characters was in the process of obtaining a Colt (it's from another Plane).

I just meant to say, "We have decent guns, but his is supremely good."
revnk

12-04-06, 09:14 PM
Oh yeah, I know a Colt isn't a Renaissance era weapon, I was just pointing out that I was running a campaign w/Renaissance weapons, and one of the characters was in the process of obtaining a Colt (it's from another Plane).

I just meant to say, "We have decent guns, but his is supremely good."

Ah, well, I'm not sure I can do better than the link I provided to the d20 Modern SRD. Midway down the page is an RTF file for "Equipment (Weapons And Armor)." I don't run d20M, so there may be some other firearms rules buried in there you can use.

Hope that helps!
Deekin

12-04-06, 09:39 PM
It's Full round action to reload, move if he has a speed loader or Rapid reload, If he has both, then it is a free action.

Rules for reloading guns are in D20 Apoc.
Its a Moderate Craft (Mechanical) check ,which is DC 20, costing $200 (which converts to 20 gp ) and takes 12 hrs. If the person does not have a Ammo Reloading kit, they take a -4 penalty to the roll. This makes ten bullets, or how many shells the players has. Note that if dumps his shells during battle, he has to make a DC 10 Search check to find em, otherwise he loses half of them.

As for attacks, he can make three of them, four if he has rapid shot. There is a feat called Double Tap in D20 Modern that lets you fire two bullets with attack instead of one, and so deals and extra die of damage.

As for Gun Stats.
I assume you are talking about the Colt Peacemaker.
Colt Peacemaker Cost 350 gp Damage (2d6) Critical (x2) Range Increment (30 ft) Weight (3lbs) Type(Ballistic or Piercing)
I'd rather have a Colt Anaconda 8-inch (.44 Revolver)
Damage: 2d8 Critical: 20 Size: Medium Damage Type: Ballistic Weight: 4 lb. Range Increment: 100 ft. Purchase DC: 900 gp

It has Better stats and is always treated as masterwork.

The Stats are from d20 Past and D20 Weapons Locker
Bloodsbane

12-05-06, 02:49 AM
For some expanded 3.5 firearms rules (includings skills and costs for maintenance), check out the Iron Kingdoms character guide.
a_psh

12-05-06, 03:16 AM
By "reload" you mean actually repacking the spent shells to make new ones? Err, those things are pretty much wasted, aren't they? I mean, you still need to remake the bullet part, after all.

If Renaissaince weapons are already readily available, I'd advise making the gun something more like a Colt Dragoon, which, IIRC, fired hand-packed round-ball bullets. Much easier to hand-craft ammunition for. And the thing just looks cooler, too.