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Thread: Guns in D&D (3.5)
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2008-08-16, 05:35 PM (ISO 8601)
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Guns in D&D (3.5)
This has probably been done, and is probably in an actual splat book somewhere, I just can't find it. If it has, point it out to me! Anyway...
Handcannon-
The handcannon is a two handed exotic ranged weapon. This weapon is, while sharing the name, almost completely unlike a cannon in every way. Created by the [race]'s of [place of origin], this weapon is devastating to it's enemies.
{table=header]Cost|Damage|Critical|Range Inc.|Weight|Type
1000 GP|3d10|x3|100 ft|15 lbs|Piercing[/table]
Firing the handcannon is simple. After a quick sight down the barrel, pulling the trigger back releases the hammer, which - etched with a special magical rune - triggers a burst of energy that flings the bullet out towards the enemy.
The handcannon can fire one shot before needing to be reloaded. Reloading the handcannon is a simple affair - merely dump the bullet down the barrel. However, in order to fire reliably it also requires a quick wiping down of the inside of the weapon. All of this takes a full-round action that provokes attacks of opportunity.
Ammo for the weapon is also expensive, costing nearly 20 gp a piece for the small circular pyramid of iron. This is because the bottom of each must also be etched with the same symbol as the hammer. The ammo fired from the handcannon is always destroyed after it hits something, no matter what mundane or magical precautions are taken. Even on a miss, this ammo will strike something eventually (a tree, the ground, etc) and be destroyed.
*Special: Masterwork ammo for the handcannon adds a +1 enhancement bonus to damage instead of to the attack roll.
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Crafting a Handcannon.-
The handcannon can be crafted by nearly anyone, but it does have some requirements
Feet: Craft Handcannon
Requirements: int 13, craft 7 ranks OR Craft 12 ranks
Benefit: You have learned the special symbol required to make the handcannon work, and have been trained repetitively in it's creation. You may use the craft(weaponsmithing) or other applicable craft skill (as per DM's approval), to create a handcannon and it's ammo. In addition, you gain a +2 bonus to any craft check made to create a handcannon.Last edited by Bandededed; 2008-08-16 at 05:38 PM.
My Homebrew
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2008-08-16, 05:40 PM (ISO 8601)
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Re: Guns in D&D (3.5)
There are a bunch of firearms in the 3.5 DMG. I believe in the alternate settings section.
Last edited by Crow; 2008-08-16 at 05:40 PM.
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2008-08-16, 05:53 PM (ISO 8601)
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Re: Guns in D&D (3.5)
You know, there is a homebrew forum.
Visit the Chocolate Hammer IRC channel!
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2008-08-16, 06:07 PM (ISO 8601)
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2008-08-16, 06:32 PM (ISO 8601)
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Re: Guns in D&D (3.5)
Handcannon = yar yar hump hump.
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2008-08-17, 12:02 PM (ISO 8601)
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Re: Guns in D&D (3.5)
Thankyou to NEOPhyte for the Techpriest Engiseer
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2008-08-17, 12:22 PM (ISO 8601)
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Re: Guns in D&D (3.5)
Besides, creating ranged weapons that can't be somehow worked down to a free action reload is essentially pointless because there's almost even less reason to bother actually using them in 3.5e than there is to not just go ahead and be a full caster anyway.
"Look, the hand cannon is devastating to your enemies. And even more devastating to you because now you can't do a full attack no matter what you do."
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2008-08-17, 12:44 PM (ISO 8601)
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Re: Guns in D&D (3.5)
That handcannon doesn't seem cheap and incapable of hitting a barn door at 50 feet, and it looks like it's more powerfull than a crossbow, so it's not really accurate.
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2008-08-17, 03:07 PM (ISO 8601)
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Re: Guns in D&D (3.5)
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2008-08-17, 03:09 PM (ISO 8601)
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Re: Guns in D&D (3.5)
DMG pages 145-146
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2008-08-17, 03:11 PM (ISO 8601)
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Re: Guns in D&D (3.5)
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2008-08-17, 03:14 PM (ISO 8601)
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Re: Guns in D&D (3.5)
Last edited by CASTLEMIKE; 2008-08-17 at 03:29 PM.
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2008-08-17, 03:21 PM (ISO 8601)
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Re: Guns in D&D (3.5)
I made a Handcannon for the Resident Evil 4 Weapons. It is a Smith & Wesson Model 500 .45 Magnum. The first stat in a block is the initial stat, where as the other stats are upgrades.
Last edited by Zeta Kai; 2008-08-17 at 03:23 PM.
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2008-08-17, 03:37 PM (ISO 8601)
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Re: Guns in D&D (3.5)
Maybe it could be a touch attack? Old-style plate armor doesn't stand a chance against even remotely modern firearms. It doesn't help the full-round stuff, but it could at least be a quick battle-opener that you put away and draw a sword the following turn.
- Chameleon Base Class [3.5]/[PF]: A versatile, morphic class that mimics one basic party role (warrior, caster, sneak, etc) at a time. If you find yourself getting bored of any class you play too long, the Chameleon is for you!
- Warlock Power Sources [3.5]: Making Hellfire Warlock part of the base class and providing other similar options for Warlocks whose powers don't come from devils.
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2008-08-17, 06:59 PM (ISO 8601)
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Re: Guns in D&D (3.5)
Speaking as someone who's running a campaign with firearms:
1) Yeah, unless you've got Rapid Reload and breach-loaders, fire, drop and charge the next round.
2) If you're using armor as DR from UA, gunpowder weapons could ignore DR from armor. (Justified in the case of cannons like that; less so for smaller guns. Armorers used to demonstrate the quality of their breastplates by shooting them, without the bullet penetrating).
3) And I believe it was Dragon #221 that had firearms. Fairly generic. There was also a section on guns in the d20 Dragon Annual ("Guns in Freeport"), but that's fairly obscure.
I'm not much in favor of the magically-based guns, but I rabidly dislike magitech...
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2008-08-17, 07:51 PM (ISO 8601)
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Re: Guns in D&D (3.5)
My current setting takes place in an industrialized DnD world, though weapon technology isn't that advanced for a variety of reasons.
All I did was take the firearms from the DMG and make a few changes (I lowered the prices a little and made them Martial weapons, because Firearms have been around for awhile and are fairly common), then I declared that all crossbows were just different types of weapons, and made Hand Crossbows (or in this case a civilian-modelpeashooterpistol) a simple weapon. Heck, Ive let one of the players reinforce her rifles stock and use it as a heavy mace. (Counts as a second weapon for the purpose of masterworking/magicness of course)Last edited by BRC; 2008-08-17 at 07:52 PM.
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2008-08-17, 11:06 PM (ISO 8601)
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Re: Guns in D&D (3.5)
How about a bayonet? Are there any mechanics for those in place?
- Chameleon Base Class [3.5]/[PF]: A versatile, morphic class that mimics one basic party role (warrior, caster, sneak, etc) at a time. If you find yourself getting bored of any class you play too long, the Chameleon is for you!
- Warlock Power Sources [3.5]: Making Hellfire Warlock part of the base class and providing other similar options for Warlocks whose powers don't come from devils.
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2008-08-17, 11:11 PM (ISO 8601)
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Re: Guns in D&D (3.5)
Oddly enough, magitech would probably be a logical result of magic existing. Technology itself is only a direct result of our acquisition and usage of exceptional concentrations of energy (in the form of natural gas, coal and especially oil); we didn't get "smarter" so much as we just got our hands on something that could give us the energy to do all kinds of new things that previously weren't possible.
But magic? The way it's generally presented, magic is free energy -- the zero-point energy pipe dream made reality. Perpetual-motion machines aren't possible in the real world, but in a world with magic as it's usually presented, all you need is the right combination of gestures and words! So magitech -- are you kidding? Logically, people in a world with magic as it's generally presented (unlimited) could do technology better than we can do it, without being hindered by the reality constraints we're running up against more and more with every passing day (dwindling nonrenewable resources).
To me, technology would follow magic potentially even more easily than it followed oil.
Okay, I ranted enough. That said, I'm curious: why don't you like it?Last edited by Kiara LeSabre; 2008-08-17 at 11:11 PM.
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2008-08-17, 11:11 PM (ISO 8601)
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2008-08-17, 11:12 PM (ISO 8601)
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2008-08-18, 01:00 AM (ISO 8601)
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Re: Guns in D&D (3.5)
I always found it funny that people looking at fantasy settings (in any medium) usually think of magic as being in opposition to science. If magic were real, it would easily be the most studied science in the world by a long shot. Depending on the magic, we'd have decended into chaos by now, or colonized multiple different planets.
- Chameleon Base Class [3.5]/[PF]: A versatile, morphic class that mimics one basic party role (warrior, caster, sneak, etc) at a time. If you find yourself getting bored of any class you play too long, the Chameleon is for you!
- Warlock Power Sources [3.5]: Making Hellfire Warlock part of the base class and providing other similar options for Warlocks whose powers don't come from devils.
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2008-08-18, 01:35 AM (ISO 8601)
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Re: Guns in D&D (3.5)
Aside from this hand cannon being a better candidate in the Homebrew section, I sort of like the idea of it being a touch attack. sort of like a warlock with gunpowder.... only not quite as neat as that idea for some reason....
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2008-08-18, 07:59 AM (ISO 8601)
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Re: Guns in D&D (3.5)
I've always been annoyed by the theory that if you have magic, you can't have science and vice versa.
I prefer the explanation that magic is just a way to bend, or break the laws of science. Fly? It's just repealing the law of gravity. But eventually gravity returns.I am trying out LPing. Check out my channel here: Triaxx2
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2008-08-18, 09:56 AM (ISO 8601)
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2008-08-18, 10:06 AM (ISO 8601)
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Re: Guns in D&D (3.5)
Ptolus had a lot of fire arms in it, and they were very well done I think.
Have to locate that book again . . .It doesn't matter what game you're playing as long as you're having fun.
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2008-08-18, 01:28 PM (ISO 8601)
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2008-08-18, 01:46 PM (ISO 8601)
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Re: Guns in D&D (3.5)
Let's look at an average motorcycle that you wanted to magically increase the speed of. What would you be enchanting. The wheels sound good, but it's the rear one that provides the power, the other is freewheeling. The pistons? Crankshaft? Chain/belt? All of it? In the end all the power is derived from a series of short-lived chemical reactions that you can't enchant. So the Bike can't be enchanted to go faster. And even if you could the bike would break down at a faster rate equal to the speed increase.
Technology is complex enough, adding magic simply makes it more so.
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2008-08-18, 02:00 PM (ISO 8601)
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Re: Guns in D&D (3.5)
Well, if you like to add a little variety though, there's always Moden d20 (SRD available, I found a copy at the D&D wiki).
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2008-08-18, 02:04 PM (ISO 8601)
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Re: Guns in D&D (3.5)
I'd enchant it to be lighter. That way we can use extremely tough metals and not care about the weight - whereas at the moment we are restricted to Aluminum and lighter metals, which aren't always the strongest.
And as for making a motorcycle faster, dropping the weight from ~400lbs wet to ~200 lbs wet while not changing anything else would service to massively increase potential speed.
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2008-08-18, 02:47 PM (ISO 8601)
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Re: Guns in D&D (3.5)
Point. But that's not really enchanting to be faster, the increased acceleration would merely be a by-product of the new weight, but it's still a good point.
Which goes to serve my point as well. You can't simply make a bike faster by enchanting it to be so, you have to change something else about the bike (weight) which doesn't seem connected at a casual glance.