Vercingex
2008-07-30, 09:35 PM
Hi, I have just made some homebrew firearms for a campaign I'm making, and would welcome some input.
Military Weapons-
Two-handed
Weapon Prof Damage Range Price Weight Group Properties
Bayonet +2 1d6 - 5 gp 2 lb Spear* -
Superior Weapons
One-Handed
Weapon Prof. Damage Range Price Weight Group Properties
Derringer** +2 1d8 3/6 50 gp ½ lb. Firearm Load move, Off-hand
Pistol +2 1d10 5/10 100 gp 2 lb. Firearm Load move, Off-Hand
Two-handed
Weapon Prof Damage Range Price Weight Group Properties
Carbine +2 1d12 10/20 150 gp 4 lb Firearm Load move, Small
Musket +2 1d12 15/30 200 gp 6 lb. Firearm Load move
Longrifle +2 1d12 20/40 500 gp 8 lb Firearm Load standard
Blunderbuss +3 1d12 5/10 200 gp 6 lb Firearm Load move
Improvised Weapons-
Pistol whip- one-handed- 1d4
Rifle Butt- two-handed- 1d6
*When attached to a carbine, rifle, long rifle, or blunderbuss. Treat as light blade when held in hand.
**A derringer can be concealed with a successful thievery check (PHB 189)
What I am most concerned about is reload times. While in real life a musket might take 15 seconds to reload, in DnD no player can afford the 3 1/2 rounds. There doesn't even seem to be full-round actions in 4e. Move action reload seems to be the best compromise between accuracy and in-game utility. I want firearms to be powerful enough to be a threat, without eclipsing other weapons (including bows).
Again, any advice, suggestions, critcism etc. would be welcome. Thank you in advance.
Military Weapons-
Two-handed
Weapon Prof Damage Range Price Weight Group Properties
Bayonet +2 1d6 - 5 gp 2 lb Spear* -
Superior Weapons
One-Handed
Weapon Prof. Damage Range Price Weight Group Properties
Derringer** +2 1d8 3/6 50 gp ½ lb. Firearm Load move, Off-hand
Pistol +2 1d10 5/10 100 gp 2 lb. Firearm Load move, Off-Hand
Two-handed
Weapon Prof Damage Range Price Weight Group Properties
Carbine +2 1d12 10/20 150 gp 4 lb Firearm Load move, Small
Musket +2 1d12 15/30 200 gp 6 lb. Firearm Load move
Longrifle +2 1d12 20/40 500 gp 8 lb Firearm Load standard
Blunderbuss +3 1d12 5/10 200 gp 6 lb Firearm Load move
Improvised Weapons-
Pistol whip- one-handed- 1d4
Rifle Butt- two-handed- 1d6
*When attached to a carbine, rifle, long rifle, or blunderbuss. Treat as light blade when held in hand.
**A derringer can be concealed with a successful thievery check (PHB 189)
What I am most concerned about is reload times. While in real life a musket might take 15 seconds to reload, in DnD no player can afford the 3 1/2 rounds. There doesn't even seem to be full-round actions in 4e. Move action reload seems to be the best compromise between accuracy and in-game utility. I want firearms to be powerful enough to be a threat, without eclipsing other weapons (including bows).
Again, any advice, suggestions, critcism etc. would be welcome. Thank you in advance.