PDA

View Full Version : Gunpowder or Similar Firearms



CrazedGoblin
2007-12-30, 07:15 PM
has anyone got any experiance with useing Firearms in a DnD magic campaign as in ebberon, greyhawk etc, ive been toying with the idea and just wondered iff people had any advice or something :smallbiggrin:

Dullyanna
2007-12-30, 07:22 PM
I'm pretty sure that they don't exist in Eberron. Anyway, they're essentially souped up crossbows:decent damage in the beginning levels, but they become outclassed by bows later on.

graymachine
2007-12-30, 07:24 PM
Guns can be included without much difficulty; the arquebus is a listed weapon, but I can't recall the book; maybe Complete Warrior, but I'm not sure. You can use the guns out of d20 Modern in a fantasy game if you want; they operate on the same system and you shouldn't have too much difficulty converting them. I think the book also has the necessary proficiency feats in it as well. This can work rather well for a steam punk game, just describe the weapons with hissing steam and somewhat over-sized, but don't change the mechanics.

If you want to create a character that focuses on guns, then I would recommend going over to the homebrew thread and asking for some help in building a gunslinger class. I played a gunfighter in a homebrewed campaign whose class granted Iaijutsu focus for pistols.

SilverClawShift
2007-12-30, 07:28 PM
I don't like pimping out my groups work, it makes me feel like I'm spamming.

But I can't resist at least MENTIONING the wonderful Spellshot Pistol (http://www.giantitp.com/forums/showpost.php?p=3203504&postcount=97) from our dustlands campaign setting. We use it frequently in other worlds. The ability to tailor ammo to the groups power level, setting, or encounters is just wonderful.

Nothing like finding a one-shot bullet of "HOLY CRAP DESTRUCTIVE POWER" and trying to figure out which horrible monstrosity you want to save the shot for.

BRC
2007-12-30, 07:31 PM
My campaign has both Guns and Rockets (fired from a cannon), my character is a cleric/Arcane Gunman (arcane archer whos abilities work on rifles and rockets isntead of arrows) and it's preety fun. A fun combo is another party member traps an enemy in a box made from Walls of Iron, I shoot a phase rocket through the wall of iron and it detonates, dealing extra damage due to the confined space (A houserule from my DM).

But in short, Simple is best, just use crossbow stats and call it a gun.

RTGoodman
2007-12-30, 07:36 PM
The rules for firearms (Renaissance, Old West, Modern, and Future) are all in the DMG, but I don't think they're in the SRD. They're around the same section that talks about Asian weapons.

I can't see them being a big problem, but if they start to be, just increase either the price (for bullets, gunpowder, etc.) or the dangers of using them (the gunpowder explodes on any failed save against a fire effect, instead of just on a natural one like most equipment).

I've also got a gunslinger PrC that I've created, but I'm still trying to tweak a couple of things before I unveil it. However, a quick Google search will find several others, mostly from the Wizards homebrew forums.

Nebo_
2007-12-30, 08:53 PM
I've just started playing in a game set in the Iron Kingdoms, where guns are meant to be part of the campaign setting. The setting has good rules for loading and firing firearms, as well as several classes and prestige classes dedicated to using them. Mostly, the guns are single shot with a long reload time, so reloading in combat is a bad idea. Instead, people use bandoleers of pistols and just drop the spent gun. At higher levels, you can afford multiple shot guns, like the Radcliffe Firestorm or a Cygnaran long rifle, so you can actually take those iterative attacks.

Guns are really cool, but make sure you actually have a place in your game for them before you use them.

Voyager_I
2007-12-30, 09:07 PM
Not to be a complete whore, but I've been working on rules for Thirty Years War (1618-1648) era firearms over here (http://www.giantitp.com/forums/showthread.php?t=66033) in the Homebrew forums...

Feel free to comment and/or rip them off (although if you do, I'd appreciate it if you told me how it went).

Sleet
2007-12-30, 09:15 PM
The way to design firearms rules is to make them reflect how you want firearms to be used in the game, not to model reality. I ran a yearlong campaign inspired by Pirates of the Caribbean, and designed firearms rules with a specific purpose in mind.

In my game, I wanted everyone to pack heat, so I made them simple weapons. I wanted them to be dangerous but not terribly overpowering, so they were 2d6 damage (2d8 for muskets) / x3, but with two full-round actions to reload (reduced to two standard actions or one full round action with the feat Rapid Reload). I didn't change the armor rules (none of this touch attack business).

The end result is that everyone fires their pistols in the first round of combat, then drew their rapiers and cutlasses and waded into melee. Very cinematic, very fun, and very much what we were going for.

Nobody will agree on what a set of "realistic" firearms rules is, and I'll spare the thread my own opinions on that. Don't design them to be "realistic." Design them to fit the tone of your game.

graymachine
2007-12-30, 09:41 PM
The way to design firearms rules is to make them reflect how you want firearms to be used in the game, not to model reality. I ran a yearlong campaign inspired by Pirates of the Caribbean, and designed firearms rules with a specific purpose in mind.

In my game, I wanted everyone to pack heat, so I made them simple weapons. I wanted them to be dangerous but not terribly overpowering, so they were 2d6 damage (2d8 for muskets) / x3, but with two full-round actions to reload (reduced to two standard actions or one full round action with the feat Rapid Reload). I didn't change the armor rules (none of this touch attack business).

The end result is that everyone fires their pistols in the first round of combat, then drew their rapiers and cutlasses and waded into melee. Very cinematic, very fun, and very much what we were going for.

I agree, though, with fitting them to the campaign. It would simply take a keen understanding of how the rest of the rules would interact with them.


Nobody will agree on what a set of "realistic" firearms rules is, and I'll spare the thread my own opinions on that. Don't design them to be "realistic." Design them to fit the tone of your game.

Unfortunately, this would be easy to break. Assuming that firearms are cheap for PCs (which they would be in a PotC based world in which PCs are using WbL) then having a bandoler(sp?) of pistols would be FTW. The damage values on the weapons you list are simply too good to do anything but specialize in them and guarantee enough shots to take out anything on CR. But there are easy ways for a DM to counter this break, such as increasing the cost of pistols (not shots) to an uneconomical level.

Sleet
2007-12-30, 09:50 PM
But there are easy ways for a DM to counter this break, such as increasing the cost of pistols (not shots) to an uneconomical level.

In my experience, cost is almost never a good way to balance things. Someone will find a way to get really rich, really fast, and go to an arms merchant to buy a gross of flintlock pistols.

A better way, again in my experience, is simply get the players on board. Don't abuse the rules and you'll let them use them cinematically. If they start bandoleering them out the wazoo, say "OK, how many primed, locked, and loaded flintlock pistols do you really think you can carry around?" Agree on a reasonable number (two? four?), and done.

Maybe I'm spoiled by my players, who work with me to keep the game fun for everyone. But those rules worked, and worked well.

Ghal Marak
2007-12-30, 10:31 PM
Awesome! I've been working on a homebrewed world that had dwarf gunners, but I wasn't sure how to do the guns till now. I'm definately gona rip off some ideas here, but what about cannons? Just take a gun and scale it up?

Sleet
2007-12-30, 11:00 PM
Awesome! I've been working on a homebrewed world that had dwarf gunners, but I wasn't sure how to do the guns till now. I'm definately gona rip off some ideas here, but what about cannons? Just take a gun and scale it up?

In my game, the chief of a gun crew had to have Exotic Weapon Proficiency (cannons). He'd make an attack roll (Int based, not Dex) to hit a particular intersection or line.

For damage, I made them equivalent to evocation spells. An explosive shell was a 20' radius, grapeshot was a 60' cone, and chain shot was a 120' line. Damage was a number of d6 related to how big the gun is. Reflex saves for half damage, for all; DC is the gunner's attack roll (keep in mind most of the gunners were low level so it never got as bad as it might sound). The DC rules need a little tweaking, but they worked for our purposes.

RTGoodman
2007-12-30, 11:16 PM
what about cannons? Just take a gun and scale it up?

What Sleet said sounds good, or (if you have it) Heroes of Battle has rules for siege warfare. It my have cannons, and if not you could probably adapt that pretty easily.

Ghal Marak
2007-12-30, 11:16 PM
In my game, the chief of a gun crew had to have Exotic Weapon Proficiency (cannons). He'd make an attack roll (Int based, not Dex) to hit a particular intersection or line.

For damage, I made them equivalent to evocation spells. An explosive shell was a 20' radius, grapeshot was a 60' cone, and chain shot was a 120' line. Damage was a number of d6 related to how big the gun is. Reflex saves for half damage, for all; DC is the gunner's attack roll (keep in mind most of the gunners were low level so it never got as bad as it might sound). The DC rules need a little tweaking, but they worked for our purposes.

Hmmm... that sound really good. What about the range? 100ft for the lightest, and up 50ft increments for progressively bigger cannons? Because there may be a Super Cannon/Doomsday weapon kinda thing that will pop up eventually.

EDIT: @rtg0922- I don't have Heroes of Battle, though I can get it eventualy. I'll pick it up sooner or later. :smallsmile:

EvilElitest
2007-12-30, 11:24 PM
in my games there is smoke powder and gun powder, the former is magical, and extremely weak (compared to the later) more like WOW guns, while the latter is like real guns, extremely deadly but hard to aim, hard to reload, expensive and rare, and blow up a lot
from
EE

Sleet
2007-12-30, 11:25 PM
Seems reasonable.

The basic idea is to have this technology be the functional equivalent of magic. For instance, you could easily design a swivel gun that approximates burning hands or a shorter-range scorching ray or something.

EvilElitest
2007-12-30, 11:39 PM
Seems reasonable.

The basic idea is to have this technology be the functional equivalent of magic. For instance, you could easily design a swivel gun that approximates burning hands or a shorter-range scorching ray or something.

Thank you, i've always been of the option that tech beats magic, but in most D&D settings it is at its baby stages (the industrial revolution is one of the major themes of my world)
from,
EE

Voyager_I
2007-12-30, 11:44 PM
Don't go overboard with the explosions. At least by the time guns started becoming prevalent on the battlefield, they really weren't as hazardous as people seem to think. Even when they did malfunction, they were more likely to fizzle rather than kill their user in a cataclysmic backfire. It certainly isn't common enough to represent with a critical miss, and that kind of randomness will probably serve to irritate your players rather than add depth to their experience. Making a more reasonable misfire chart, while perhaps being realistic, would probably require excessive bookkeeping.

In that vein, historical guns were relatively easy to use. That's one of the things D&D manages to get right; Crossbows and Firearms aren't necessarily more effective than bows, but a peasant can be trained to point the bad end at the other guys and pull the trigger in short order. Learning to use a bow takes years of experience.

Ghal Marak
2007-12-30, 11:47 PM
It would be intresting to run a game where magic was the up and coming, and tech was the old-as-time used for everything... thing that magic currently is in standard D&D.

EDIT: Yeah, this was just a random thought brought on by EvilElitest's last post. :smallbiggrin:

EvilElitest
2007-12-31, 12:10 AM
1. Oh i know, most guns are just early mid evil ones however because of the gun makers are far more advanced with smoke powder tech, the extremely wealthy can afford basic flintlock, pre-American revolution ones)
2. Shannara anyone? Nice idea though
from,
EE

horseboy
2007-12-31, 12:17 AM
has anyone got any experiance with useing Firearms in a DnD magic campaign as in ebberon, greyhawk etc
Wheel lock wielding hippopotamuses, on a flying ship, with cannons. But, no, not in 3.x.

Ghal Marak
2007-12-31, 12:17 AM
1. Oh i know, most guns are just early mid evil ones however because of the gun makers are far more advanced with smoke powder tech, the extremely wealthy can afford basic flintlock, pre-American revolution ones)
2. Shannara anyone? Nice idea though
from,
EE

Shannara?? What would that have to do with guns existing before magic?

CrazedGoblin
2007-12-31, 05:21 AM
cool, thanks i shall take the advice on board, the idea i was going for was a kind of holy weapon which is illegal to use for the citisens due to the manufacture of the powder, if you want to know more send me a message, as thats all my ingame characters know.:smallbiggrin:

Zenos
2007-12-31, 05:41 AM
The Iron Kingdoms, although they aren't excactly like D&D, have lots of firearms. But then again, they've got steam-powered constructs. :smallsmile:

EvilElitest
2007-12-31, 11:30 AM
Shannara?? What would that have to do with guns existing before magic?
'
In the Shannara series tech is out done by magic, but it was irrelevant
from,
EE

Yeril
2007-12-31, 12:13 PM
I once had a Dwarf Ranger/fighter who specialised in guns.

I used a homebrew rifle that was kinda like a big revolver.

2000gp, exotic ranged weapon. 1d12 damage, x3 critical, "wheel" contained 6 shots, fullround action to reload the "wheel", Amunition was made into proper cased bullets instead of a metal ball and gunpowder.

Fluffed as "The magnificence of Gnomish alchemy and Dwarvish metalwork combined into one weapon, eat yer heart out ye pansy elves!"

Ghal Marak
2007-12-31, 01:34 PM
'
In the Shannara series tech is out done by magic, but it was irrelevant
from,
EE

Odd, I don't remember anything like that. But then again, I haven't read the books in years. Oh well. :smallsmile:

So, what kind of guns do you guys think an Evil Dwarven Army would use? I need some ideas to play around with, and I'm drawing a blank here.

Sleet
2007-12-31, 03:09 PM
So, what kind of guns do you guys think an Evil Dwarven Army would use?

Big ones. :smallwink:

BRC
2007-12-31, 03:15 PM
I actually had a fantasy rae I made up where one of the provinces that was focused on mining used rifles and grenades (They used alchemeical explosives instead of gunpowder, a liquid and a solid that when they met would explode), since on a standard tunnel you could have 3 soliders on the ground, 3 kneeling and 3 standing upright behind them, and you could drive the enemy into a tunnel then chuck some grenades behind you and close the door, or use the grenades to seal a tunnel.

Admiral Squish
2007-12-31, 03:20 PM
Evil dwarven army? Siege guns and rifles. Rifles go with the orderly-ness of dwarves, and siege engines are tactical, like them. Especially if you fill them with some nasty sort of thing, like mustard gas or a magical plague.

Ghal Marak
2007-12-31, 04:00 PM
Evil dwarven army? Siege guns and rifles. Rifles go with the orderly-ness of dwarves, and siege engines are tactical, like them. Especially if you fill them with some nasty sort of thing, like mustard gas or a magical plague.

Yeah, in my homebrew world the Dwarves are the big evil bullies of the world. And that is an excellent idea. Chemical warfare, designing chemical weapons using captured Gnome alchemists! :smallbiggrin:

BRC
2007-12-31, 04:02 PM
Yeah, in my homebrew world the Dwarves are the big evil bullies of the world. And that is an excellent idea. Chemical warfare, designing chemical weapons using captured Gnome alchemists! :smallbiggrin:
I could picture some dwarves having Death-team that has built up an immunity to some posions (easy with the dwarven poison resistance) and who kills by using poision gas and then wading in to finish off the survivors.

Ghal Marak
2007-12-31, 04:13 PM
I could picture some dwarves having Death-team that has built up an immunity to some posions (easy with the dwarven poison resistance) and who kills by using poision gas and then wading in to finish off the survivors.

Hehe, oh man that is an awesome mental picture. Their armor could be decorated with skulls and foul icons, maybe even a few real skulls tighed to their belt. I can imagine it now. A Death-Team standing outside of a building, lobbing a few glass spheres inside the windows. A thick yellow smoke starts seeping out, and a man screaming and retching at the same time tries to run out the door. A dwarf then shoots him down and they file in to finish the rest. :smallcool: That is totaly awesome.

BRC
2007-12-31, 04:16 PM
Hehe, oh man that is an awesome mental picture. Their armor could be decorated with skulls and foul icons, maybe even a few real skulls tighed to their belt. I can imagine it now. A Death-Team standing outside of a building, lobbing a few glass spheres inside the windows. A thick yellow smoke starts seeping out, and a man screaming and retching at the same time tries to run out the door. A dwarf then shoots him down and they file in to finish the rest. :smallcool: That is totaly awesome.

I'm going to draw a dwarven death-team in inkscape now, stand by for pictures.

Necromas
2007-12-31, 04:19 PM
For simplicities sake, I'd just use crossbow rules for guns and ballista or catapult rules for cannons, except maybe a unique skill for cannons instead of siege engineering.

Otherwise, as already mentioned, the DMG itself has some good gun ideas, or you can go for Irong Kingdoms.

Ghal Marak
2007-12-31, 04:20 PM
I guess I'll just advertise here, I need help with creating this homebrew world. Specifically with the society of the evil gun using dwarves. If anybody wants to help send me a PM. I'll open a new thread in homebrewing eventually too.

EDIT: Now, I've heard a lot today about Iron Kingdoms. What is it? The only one I know of is a table-top wargame.

Attilargh
2007-12-31, 04:38 PM
The D&D campaign setting by Privateer Press the Warmachine and Hordes miniature games are set in. Really good stuff. Check here (http://tvtropes.org/pmwiki/pmwiki.php/Main/IronKingdoms) for a quick introduction.

EvilElitest
2007-12-31, 04:42 PM
Odd, I don't remember anything like that. But then again, I haven't read the books in years. Oh well. :smallsmile:

So, what kind of guns do you guys think an Evil Dwarven Army would use? I need some ideas to play around with, and I'm drawing a blank here.

Every play WOW? I just stole Dark Iron dwarves for my evil army

When i used an evil army plus guns (smoke powder, not gun powder mind you) it wanted the players to feel like a WWI situation, so they used a lot of hand held bombs, crude mortars, lots of cannons, and lots of Napoleonic guns with bayonets and nifty outfits.
Cannons made the difference, the advanced range of guns had the PCs in trenches and my mission was accomplished
from,
EE

Ghal Marak
2007-12-31, 04:51 PM
The D&D campaign setting by Privateer Press the Warmachine and Hordes miniature games are set in. Really good stuff. Check here (http://tvtropes.org/pmwiki/pmwiki.php/Main/IronKingdoms) for a quick introduction.

Thanks for the link. :smallsmile:

EDIT: @EvilElitest: No, I have never played WOW, despite owning it. Dial-up sucks. :smallsigh:

EvilElitest
2007-12-31, 05:11 PM
Alright well they are basically evil Dwarves, the weapon try is still the same (you can just google Dark Iron Dwarves) but in my world they mostly use explosives, cannons, and Napoleon style guns
from,
EE

BRC
2007-12-31, 05:14 PM
Here we go, some art!
http://i172.photobucket.com/albums/w27/bloddyredcommie/Evildwarf.png
The gun fires small canisters that break on impact and release gas, as does the grenade. The gun comes with an attatchment that allows it to fire standard bullets.

Ghal Marak
2007-12-31, 05:16 PM
Alright well they are basically evil Dwarves, the weapon try is still the same (you can just google Dark Iron Dwarves) but in my world they mostly use explosives, cannons, and Napoleon style guns
from,
EE

So they were strong on defence? How were they on the attack? Any special tactics?

EDIT: @Bloddyredcommie- Awesome appearance. But shouldn't the bayonets be axes instead of knives? And those masks would mess with their beards. :smallbiggrin:

BRC
2007-12-31, 05:44 PM
So they were strong on defence? How were they on the attack? Any special tactics?
Here Ghal, world-building is kinda a hobby of mine, what technology level do you want these evil dwarves at, personally I say set them at somewhere near WWI, not neccisarily WWI tactics (though they should make heavy use of trenches for defense). They have some tank-like-things, they have very few of them, those they have tend to break down often, their weapons arn't accurate enough to hit anything smaller than a building, But their a terror on the battlefield. Their homeland is volcanic and they use the lava to create steam-powered factories. They have steam engines but their all magically based, making them rare, usually they use somthing enchanted to be very very hot and pour water on it in order to create steam. However, unless you want to go that way I would stay away from steampunk with them, these engines are rare and only the very rich and the government can afford them, and they are tightly controlled, dwarven tank crews destroy them rather than having them fall into enemy hands.
And no, they don't have steampunk mecha walkers, thats silly.
@ Ghal: I made them knives so you could stab with them, but axes could work too, as for the masks, they strap-on over the mouth with the straps going over the beards.

EvilElitest
2007-12-31, 05:46 PM
Mr. Red commie consider though if he wants swords and guns used at the same time period (yes i know it doesn't make sense). But i agree, stream punk machines make no sense
nice idea
from,
EE

Ghal Marak
2007-12-31, 06:00 PM
Huh, they are actualy starting to sound like Nazis. Either way, that is still pretty evil. Anyway, the tech level I was imagining for them was about as you described it. More low end stuff though, as they are just now making these breakthroughs in tech. And this is just the combat side, most of this tech ((Such as explosive powders and what not)) will not be seen on the civilian side. I don't know about tank-things though. Too high tech. Unless you are talking about war wagons or something like that. Hmm... it's a thin line between dwarven inginuity and high tech.

And yeah, everybody else will be using swords and bows. These dwarves don't share their secrets.

BRC
2007-12-31, 06:01 PM
Mr. Red commie consider though if he wants swords and guns used at the same time period (yes i know it doesn't make sense). But i agree, stream punk machines make no sense
nice idea
from,
EE
well actually, I have a good way to justify this schizo-tech. Gunpowder (or some equivilent) requires a massive system and inferstructure to produce in the amounts needed for a millitary system. Otherwise guns are the equivilent of crossbows, except that unless you have the facilities to produce the powder it's hard to equip an army with them. The evil dwarves have the neccesary facilities, as they developed them because they used gunpowder to help with strip-mining. Therefore Evil Dwarves are somewhat industrialized and everybody else is not so much. This means that while a player could use gunpowder weapons if they wanted, since everybody knows how to make powder, it's just few people really have a reason to, especially considering how risky it is. They don't have electricity so it's mainly going to be open flames illuminating things unless you have darkvision, which makes it difficult to manufacture and store gunpowder. You walk through your storehouse and you spilled abit on the ground, a spark from your torch hits it, and BOOM.

The dwarves have darkvision so they can store and build powder, they have a reason besides millitary to create large amounts of it, giving them the facilities they need to arm their army with it. And since guns=crossbows here, this dosn't give them enough of an advantage for everybody else to join the bandwagon.
EDIT: the tanks are powered by magical engines remember, you use magic to spin a gear with enough force and you can move a tank.

Ghal Marak
2007-12-31, 06:10 PM
the tanks are powered by magical engines remember, you use magic to spin a gear with enough force and you can move a tank.

That would make sense. It would also work for a troop transportation vehicle of some type. Oooo, could make them out of heavy stone. Just like that juggernaught type creature in one of the MMs. I can't remember which though.

BRC
2007-12-31, 06:14 PM
That would make sense. It would also work for a troop transportation vehicle of some type. Oooo, could make them out of heavy stone. Just like that juggernaught type creature in one of the MMs. I can't remember which though.
In my current campaign we built a tank, we got a wagon, put a roof and a rotating turret on it, stuck on some armor and a ramming prow, then cast Animate Object and Permenancy, cost us about 17000 for the spells and it's been awsome. It's piloted by this animated puppet we got and once defeated half an encounter on it's own (DM had abunch of evil soliders line up in a formation to attack us, about 80 of them. We splatted them in 1 round. It's got the stats of a huge animated object with wheels, meaning it can move as fast as a horse, carry the entire party, and splatter things!

Ghal Marak
2007-12-31, 07:34 PM
Hmm... maybe they could animate a cannon shapped like a demon. They wouldn't have to cart it everywhere and it would be terrifying on the battle field when fireballs start raining down.

Ryacko
2007-12-31, 11:28 PM
In my campaign world, a massive empire spanning hundreds of islands and half a continent collapsed due to a series of unlikely events and various pressures, leaving behind advanced technology such as cannons behind. How to build and mine the materials for it have been lost, and so has been the knowledge of other islands. Gunpowder continued to exist because of it's useful application.

Basically the gunpowder used is too powerful. Small arms and muskets have a chance of exploding if a few pinches too much have been used, or if the guns are simply too old. The cannon is used, but it's too heavy, even when made with mithral. It's only used for defense.


Also for the commie: with spell infused objects (continual flame) or good lighting (skylights), you don't need dark vision.

Matthew
2008-01-01, 12:35 PM
I generally give Cross Bows and Fire Arms Strength ratings, which are applied both to AB and DB, but do not stack with the Dexterity or Strength Modifiers of the user. So, for example, a Heavy Cross Bow might be rated as:


Heavy Cross Bow
Strength Rating: 18
Damage: 1D6+4
Special: You may use the Strength Modifier of this Weapon in place of your Dexterity Modifier to adjust your Attack Bonus.

and a Pistol:


Pistol
Strength Rating: 16
Damage: 1D6+3
Special: You may use the Strength Modifier of this Weapon in place of your Dexterity Modifier to adjust your Attack Bonus.

etc...

Panda-s1
2008-01-01, 09:20 PM
While we're on the subject of firearms, I'm about to run an urban campaign with the use of guns, and I wanted to make a misfire table for critical failures. What can happen when a gun misfires other than the gun getting jammed or the gun exploding in the wielder's face?

Ghal Marak
2008-01-01, 10:10 PM
While we're on the subject of firearms, I'm about to run an urban campaign with the use of guns, and I wanted to make a misfire table for critical failures. What can happen when a gun misfires other than the gun getting jammed or the gun exploding in the wielder's face?

Well, the powder can fizzle. So it would require a second reload to fire properly. There could be a failure in the spring action of the firing mechanism, which I would only suggest as a very critical misfire, because it would require repair. Then like you said it could just jam or explode, with obvious results. Hmm... I can't think of much else at the moment.