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| #1kieferzNov 11, 2009 22:18:53 | These are the rules for firearms that I use in my campaigns whenever it comes up. I've seen a lot of versions of firearms rules, so I thought I'd toss mine in. I'd like to point out that these are fantasy firearms, meaning that they probably wouldn't be very good for a historical campaign. In my setting, the dwarves have been working on both crossbows and guns, and the elves have been working on bows, to the point where there isn't a lot of difference in power. Anyways, please enjoy. Weapons: Martial One-Handed Pistol: +2 Proficiency, 1d8 damage, Range 10/20, Load Free* Two-Handed Carbine: +2 Proficiency, 1d10 damage, Range 10/20, Load Free* Superior Two-Handed Long Rifle: +2 Proficiency, 1d12 damage, Range 15/25, Load Free* *Until the magazine, which holds 5 rounds, runs out. You can replace a magazine as a Standard action. Ammunition: Standard Slug: 1gp per 20. No effect. Pellet: 1 gp per 20. +1 proficiency bonus, -1 penalty to damage per die. Feats: Sharpshooter Requirement: Dex 15 and Int or Wis 13 Benefit: You ignore resistance equal to your Intelligence or Wisdom modifier when making ranged attacks with a firearm. (i.e, if you have Wisdom 14 and attack a creature with resist all 5, you only reduce damage by 3) Close-Quarters Gunslinger Requirement: Dex 15 and Int or Wis 13 Benefit: You gain a +2 bonus to AC against opportunity attacks provoked by making a ranged attack with a firearm. Gunslinger Benefit: You can draw a pistol with the same action you use to attack with it. The first time you make a ranged attack with a firearm in an encounter, you gain a +2 bonus to the attack roll if you drew the firearm with the same action. Rapid Fire Requirement: Paragon Tier, Dex 17, Int or Wis 15 Benefit: When you make a ranged basic attack with a firearm, you can make two attack rolls. If one hits, you deal damage and effects as normal. If both hit, you deal normal damage plus damage equal to your Dexterity modifier. Crack Shot Requirement: Paragon Tier, Dex 17, Int or Wis 15 Benefit: If you spend a move action to do nothing on your turn before making a ranged attack with a firearm, the attack scores a critical hit on a 19 or 20. Firearm Mastery Requirement: Epic Tier, Dex 21, Int or Wis 17 Benefit: When you attack with a firearm, you can score a critical hit on a 19 or 20. Special: If you have the Crack Shot feat, you can score a critical hit on an 18-20 after you spend a move action doing nothing. |
| #2NerpherderNov 12, 2009 0:12:41 | The weapons look fine by me. One big question, why all the Int and Wis prerequisites? Next I have made notes on the feats below, take 'em or leave 'em:
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| #3kieferzNov 12, 2009 12:51:24 | Int and Wis are good prerequisites for gunslingers: Wis for accuracy, Int for spotting weak spots. Also, firearms are really intended for Fighters (as a backup), Rangers (As a main weapon), Wizards (I have a Gunmage alternate class feature and paragon path), and Rogues (Who are kind of out in the cold. They have the Dex, but unlike 3.5, they don't have Int as a secondary ability. Guns don't really run on Charisma or Strength, though.). Three of those classes have Int or Wis as primary or secondary ability; the Rogue only needs to put 2 points into Int or Wis as he levels up. Sharpshooter: Yeah, that's a better wording. Close-Quarters Gunslinger: That's intentional. It's a situational bonus that only affects one type of OA provoked by one type of weapon. The idea is to make it somewhat less horrible to fire a gun at point-blank range. Gunslinger: Also intentional. Again, it only works with firearms, more specifically pistols. You get a restrictive, inferior version of Quick Draw, plus a small bonus to your first attack with a pistol. If you also have Quick Draw, you can use said bonus with all firearms. Rapid Fire: That works. Crack Shot: I'm leery of this wording, since 4th edition doesn't really use the term "critical threat range." Someone who played earlier editions would recognize it, but a new 4th edition player wouldn't. Now, I think somewhere in some book, I once found an "Increase by one" wording, but now I can't find it. How about this: Crack Shot Requirement: Paragon Tier, Dex 17, Int or Wis 15 Benefit: If you spend a move action to do nothing before making a ranged attack, that attack can score a critical hit on a natural roll one lower than normal. For example, if you normally score a critical hit on a 20, you now score a critical hit on a 19 or higher. When using a power that score a critical hit on 18 or higher, you now score a critical hit on a 17 or higher. |
| #4nachtsiegerNov 12, 2009 17:58:49 | Rogues (Who are kind of out in the cold. They have the Dex, but unlike 3.5, they don't have Int as a secondary ability.) I have no idea what you were talking about, Int wasn't a secondary for Rogues. |
| #5kieferzNov 12, 2009 22:07:05 | In 3.5, Rogues were the quintessential skill character. Every Rogue I ever saw played had mid to high Int, in order to get more skill points. |
| #6kieferzNov 13, 2009 14:32:26 | I'm also working on a Heavy Weapons system; essentially, a character becomes encumbered (slowed and grants combat advantage) but gains new basic and at-will powers. |
| #7crugen-lonNov 13, 2009 18:35:58 | Int and Wis are good prerequisites for gunslingers: Wis for accuracy, Int for spotting weak spots. Wis for accuracy ? I pretty aure dex is for accuracy and the likes. Wisdom determines how strong is your mind. I don't see how it helps shooting a gun. |
| #8ff6shadowNov 13, 2009 23:33:14 | Wisdom in the line of perception . . . recognizing the tilt of the land to arc your shot slightly, accounting for wind and other interference, That sort of thing. |
| #9crugen-lonNov 14, 2009 2:44:01 | Wisdom in the line of perception . . . recognizing the tilt of the land to arc your shot slightly, accounting for wind and other interference, That sort of thing. That way it would be intelligence not wisdom. If you don't have a good coordination you won't be able to shoot where your wisdom ''told'' you to. |
| #10kieferzNov 14, 2009 13:43:57 | You'll notice there are higher Dex requirements than Int or Wisdom requirements...that pretty much covers coordination. Int is your ability to reason, which makes it the best way to represent, say, determining the weak spot in armor, predicting movement, etc. Wisdom is perception, among other things, and it's the best way to represent taking account of the wind and other external factors. EDIT: Now I think I get what you're thinking. I should have typed all of those feats as requiring "Dex X and Int or Wis Y." They all require a certain Dex and a slightly lower Int or Wis. |
| #11crugen-lonNov 14, 2009 13:50:48 | I should have typed all of those feats as requiring "Dex X and Int or Wis Y." They all require a certain Dex and a slightly lower Int or Wis. ok i see |
| #12rhattFeb 01, 2010 21:10:00 | Possibly make some kind of rule for Bolt Action, Semi-auto, or Single shot rifles Bolt Action being more accurate Semi-auto being less Single Shot being the most |