arkanis
2008-11-02, 03:41 AM
So my fascination with Fable 2 and 4.0 D&D have hit a conversion point.
Guns in 4.0. I haven't found a resource with them yet so I've made my own and was hoping to make a low magic campaign revolving around similar conflicts found in Fable 2. I was wondering if anyone had come up with some useful items or abilities they think would be appropriate for a gunsling steampunk campaign using 4.0 D&D rules or possibly critique what I have here:
CURRENCY CONVERSION
Some items have become cheaper or more expensive as listed below:
Animals: Animals come pretrained knowing a number of tricks equal to their Int score squared. The cost of an untrained domesticated animal is 1/5 the normal cost and the cost of a wild untrained animal (or its meat and pelt) is 1/10 the normal cost.
Armor: Due to armor being uncommon all armors have doubled in price except those made of clothwear.
Clothwear: Due to improved technology, simple nonwearable items made of cloth, leather, hide, fur, wool, silk, hempen, or cotton have dropped to 1/2 their original price.
Glasswear: Due to improved technology, glasswear such as hourglasses, spyglasses, mirrors, have dropped to 1/10th their original price.
Metalwear: Due to improved technology, simple noncombat items made of metal such as chain, manacles, keys, horse shoes, poles, pots, kitchenware have dropped to 1/2 their original price.
Paperwork: Due to improved technology, paper and ink have dropped to 1/10th their original price.
Weapons: Due to non-modern weapons being uncommon, all exotic weapons have doubled in price.
FIREARMS
{table="head"]Weapon Name| Prof| Dmg| Range| Ammo| Weight| Size| Cost
Light Bayonet| +2| 1d4| M1| n/a| +1 lb.| Light| +5 gp
Heavy Bayonet| +2| 1d8| M1| n/a| +2 lb.| Two-handed| +10 gp
Musket| +2| 2d4| 5| 1| 5 lb.| Two-handed| 20 gp
Pistol| +2| 1d8| 5| 6| 1 lb.| Versatile| 30 gp
Revolver| +2| 1d10| 5| 6| 2 lb.| Versatile| 40 gp
Shotgun| +2| 2d6| 5| 2| 8 lb.| Two-handed| 50 gp
Rifle| +2| 1d12| 20| 2| 10 lb.| Two-handed| 60 gp [/table]
Gunfire: Gunfire is treated as both piercing and thunder damage.
Guns: All guns have the high crit property. All versatile guns also have the unsteady properties. Reloading is a minor action half a clip or standard for full. This holds true only if the character is proficient with the weapon, otherwise increase all these actions length by one (minor->standard->1-round). Muskets are the exception as their reload time is always a 3 standard actions. A character does not need to reload until their gun's ammo capacity runs out. When buying a gun a free box of ammo is included. Buying another box of ammo costs and weighs 1/10 that of the gun (excluding the 1st one). Each box of ammo contains enough bullets to fill the gun five times.
Bayonets: There are two types of each size of bayonet. Light bayonets can be light blades or axes. Heavy bayonets can be heavy blades, axes, spears or lances. The design determines which proficiency is needed to wield a bayonet properly.
Shotguns: A shotgun does not fire at a particular target but rather its firing works as a blast 1. Whenever a character fires a shotgun at a target they make an attack roll against all creatures in the same square as the target (if any). If a shotgun hits a swarm which occupies only 1 square or less, it ignores all the swarm's resistances to damage.
Guns in 4.0. I haven't found a resource with them yet so I've made my own and was hoping to make a low magic campaign revolving around similar conflicts found in Fable 2. I was wondering if anyone had come up with some useful items or abilities they think would be appropriate for a gunsling steampunk campaign using 4.0 D&D rules or possibly critique what I have here:
CURRENCY CONVERSION
Some items have become cheaper or more expensive as listed below:
Animals: Animals come pretrained knowing a number of tricks equal to their Int score squared. The cost of an untrained domesticated animal is 1/5 the normal cost and the cost of a wild untrained animal (or its meat and pelt) is 1/10 the normal cost.
Armor: Due to armor being uncommon all armors have doubled in price except those made of clothwear.
Clothwear: Due to improved technology, simple nonwearable items made of cloth, leather, hide, fur, wool, silk, hempen, or cotton have dropped to 1/2 their original price.
Glasswear: Due to improved technology, glasswear such as hourglasses, spyglasses, mirrors, have dropped to 1/10th their original price.
Metalwear: Due to improved technology, simple noncombat items made of metal such as chain, manacles, keys, horse shoes, poles, pots, kitchenware have dropped to 1/2 their original price.
Paperwork: Due to improved technology, paper and ink have dropped to 1/10th their original price.
Weapons: Due to non-modern weapons being uncommon, all exotic weapons have doubled in price.
FIREARMS
{table="head"]Weapon Name| Prof| Dmg| Range| Ammo| Weight| Size| Cost
Light Bayonet| +2| 1d4| M1| n/a| +1 lb.| Light| +5 gp
Heavy Bayonet| +2| 1d8| M1| n/a| +2 lb.| Two-handed| +10 gp
Musket| +2| 2d4| 5| 1| 5 lb.| Two-handed| 20 gp
Pistol| +2| 1d8| 5| 6| 1 lb.| Versatile| 30 gp
Revolver| +2| 1d10| 5| 6| 2 lb.| Versatile| 40 gp
Shotgun| +2| 2d6| 5| 2| 8 lb.| Two-handed| 50 gp
Rifle| +2| 1d12| 20| 2| 10 lb.| Two-handed| 60 gp [/table]
Gunfire: Gunfire is treated as both piercing and thunder damage.
Guns: All guns have the high crit property. All versatile guns also have the unsteady properties. Reloading is a minor action half a clip or standard for full. This holds true only if the character is proficient with the weapon, otherwise increase all these actions length by one (minor->standard->1-round). Muskets are the exception as their reload time is always a 3 standard actions. A character does not need to reload until their gun's ammo capacity runs out. When buying a gun a free box of ammo is included. Buying another box of ammo costs and weighs 1/10 that of the gun (excluding the 1st one). Each box of ammo contains enough bullets to fill the gun five times.
Bayonets: There are two types of each size of bayonet. Light bayonets can be light blades or axes. Heavy bayonets can be heavy blades, axes, spears or lances. The design determines which proficiency is needed to wield a bayonet properly.
Shotguns: A shotgun does not fire at a particular target but rather its firing works as a blast 1. Whenever a character fires a shotgun at a target they make an attack roll against all creatures in the same square as the target (if any). If a shotgun hits a swarm which occupies only 1 square or less, it ignores all the swarm's resistances to damage.