Fun with Guns! (Homebrew)

Post/Author/DateTimePost
#1

FabulousRex

May 28, 2015 19:33:09

So one of my players wants to be a gunslinging Valor Bard, and I just couldn't say no!    Got some test rules for review, want to give ranged combat as much punch as melee, while staying within the rules for Crossbows as a reference point.

 

First off, some new rules for Firearms-

 

Black Powder- Firearms create alot of noise, smoke, and create a bright flash when fired, making it hard to stay hidden while using one.  You have Disadvantage on Stealth checks, and hostile creatures have Advantage on Perception checks to spot you until the start of your next turn after attacking with a firearm.

 

Reload- Firearms use ammunition, but have different rules regarding how they are reloaded.  You can use a weapon that has the Reload property to make a ranged attack only if you have ammunition loaded before you fire. Instead of drawing your ammunition as part of your attack, a weapon with the Reload quality needs a bonus action and a free hand to reload it's ammunition. 

 

Manuverable-  Some firearms are compact and lend themselves well to fighing in melee range.  Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls, but only if you are attacking creatures within 5ft.  Additionally, if you have a Dexterity score of 15 or higher, you may sheathe your firearm immediately after firing, as a free action.

 

Magazine- Certain multi-barreled or advanced clockwork firearms can fire more than 1 bullet before needing reloading.  The number of bullets the firearm holds per magazine is listed in parentheses after the Magazine property.  This is the number of attacks you can make before needing to Reload. When you use a bonus action to reload this weapon, you reload it's entire magazine as part of the action.

 

Still looking to tweak it, but so far that seems about right to me, especially when seen in the context of which weapons get certain properties...

 

Simple Ranged Weapons-

 

Derringer.....25gp.....1d6 piercing.....1lb.....reload, manuverable, (range 20/60), light, black powder, special

-You get advantage on Stealth checks made to conceal this weapon on your person

 

Pistol.....40gp.....1d8 piercing....2lbs....reload, manuverable, (range 40/120), black powder,light

 

Double Pistol....70gp....1d8 piercing....3lbs....reload, manuverable, (range 20/60), magazine (2), black powder, light

 

Blunderbuss....50gp....1d10 piercing....10lbs....reload, (range 20/60), heavy, black powder, special

-You deal half damage on a miss unless your target has Evasion

 

Carbine....30gp....1d8 piercing....6lbs....reload, two handed, (range 60/240), black powder, special

-You may fire this weapon with 1 hand at half the listed range (30/120), but you have disadvantage on the attack roll unless you have 13 Strength or higher.

 

Military Ranged Weapons-

 

Handcannon.....100gp....1d10 piercing....4lbs....reload, manuverable, (range 60/180), black powder

 

Double Handcannon....150gp....1d10 piercing....5lbs....reload, manuverable, magazine (2), (range 40/120), black powder

 

Clockwork Pistol.... 500gp....1d8 piercing....4lbs....reload, manuverable, (range 50/150), black powder, magazine (6)

 

Rifle.....75gp....1d12 piercing.....8lbs.....reload, (range 200/800),black powder, two handed, heavy

 

Double Rifle....200gp.....1d12 piercing....10lbs.....reload, (range 100/400), magazine (2), two handed, plack powder, heavy

 

Clockwork Rifle....800gp.....1d10 piercing....9lbs.....reload, (range 150/500), magazine (6), two handed, black powder, heavy

 

Dwarven Scattergun.....300gp....2d6 piercing.....15lbs....reload, (range 30/120), magazine (2), two handed, black powder, heavy, special

-You deal half damage on a miss unless the target has Evasion

 

 

There seems to be enough downsides to using a Firearm over Bows and Crossbows to justify the higher damage potential.  Stealth is impossible, reloading is a pain, and they're all PRICY.  Newer technology usually is, except the Rifle, which is mass produced enough to not be super expensive, but still a pretty penny. Plus, the average damage difference for a d10 Heavy Crossbow and a d12 Rifle is only 1pt.

 

These rules favor a fast-draw pirate-y approach to firearms.  Got alot of inspiration from AC4 Black Flag.  You can draw and fire up to 4 powerful handcannons in that game, but then you have to retreat to reload or switch to melee.  Definately favors a Nova approach, not sure if I should lower the damage die size by 1 step across the board....

#2

FabulousRex

May 29, 2015 1:07:07

Ok, to go with that is a new feat that hopefully will be useful to more than just pistoleers, but certainly gives them alot of advantages.

 

 

Lightning Reflexes

--------------------------------

Requirement: 13 Dexterity

 

-Whenever you make a weapon attack roll, you may draw a one handed weapon as part of that attack as a free action.

-You gain Advantage on initiative checks

-You can use your Reaction to make a weapon attack (or cast a cantrip that has a single Spell Attack roll) against a target that used a move action to move within 30 feet of you as long as the target has no cover or concealment from your attacks.

 

Also, certain feats change slightly.

 

Dual Wielder now applies it's bonuses to ranged weapons as well, allowing you to off-hand shoot a Handcannon, as well as draw 2 pistols at once.  Somewhat niche and redundant with the above feat, but has some uses for the right character.

 

Crossbow Expert will let you flat ignore the disadvantage in melee penalty, but at that point you'll probably be wanting to use Hand Crossbows, which remain a powerful option in the face of firearms, as you can let off your full amount of attacks round after round.  Great for a high-level fighter who can Action Surge twice per fight with 4 attacks....

 

New Archtypes to come!

#3

FabulousRex

May 29, 2015 1:07:38

Archetype Placeholder Post

#4

Imaculata

May 29, 2015 3:04:37

I run a pirate campaign for 3.5, which also uses these same weapons and more. I came up with a pretty good rule system for it.

You can check the campaign thread for lists of gunpowder rules, misfire tables, and lists of weapons: http://community.wizards.com/forum/homebrew-campaigns/threads/4155006?page=0

 

 

 

#5

FabulousRex

May 29, 2015 14:02:24

Ya know, I might lift whole chunks of your post for my own, that is some amazing stuff!

#6

Jordan175

May 30, 2015 0:28:08

Did you dislike the gun rules in the DMG? If so why?

#7

Imaculata

May 30, 2015 3:31:17

FabulousRex wrote: