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2011-01-08, 01:08 PM (ISO 8601)
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[dnd 3.5e] Renaissance/Industrial weapons?
Hey all,
I really like playing DnD but sometimes I want something different than a medieval (or pre-medieval) game. I'm quite interested in playing a swashbuckling pirate or navy officer once in a while and you can't have one of those without some fancy thunderbluss or musket or pistol. I just wonder if there's some book (official would be preferred but third party is fine too) that has any rules for these ancient types of guns (or, if there are no rules for it, if there's a different RPG that has rules for them).
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2011-01-08, 01:11 PM (ISO 8601)
- Join Date
- Mar 2010
Re: [dnd 3.5e] Renaissance/Industrial weapons?
For D&D 3.5, rules for firearms are written in the Dungeon Master's Guidebook, chapter 5 Campaigns, page 145.
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2011-01-08, 01:17 PM (ISO 8601)
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- Nov 2009
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- Oregon
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Re: [dnd 3.5e] Renaissance/Industrial weapons?
Meh. Those guns are also ridiculously underpowered IIRC.
Iron Kingdoms is a Steam Punk setting that uses turret, clockwork, musket and various other firearms in its system, while still maintaining a modicum of swordery.
I believe there is a module (or maybe a whole system, not ENTIRELY sure) called Seven Seas or somesuch that deals explicitly with High Sea's adventures and swashbuckling. Might be worth looking into...
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2011-01-08, 01:25 PM (ISO 8601)
- Join Date
- Mar 2010
Re: [dnd 3.5e] Renaissance/Industrial weapons?
Oh, I absolutely concur, it's just that these are "the most official" firearm rules for D&D 3.5. Most weapons in D&D suck, either because they need the exotic weapon proficiency, or because their stats are just that bad. D&D is all about two-handed weapons, wands and bows to crush the enemies and hear the lamentations of their women (who must also be crushed).
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2011-01-08, 01:47 PM (ISO 8601)
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- Aug 2010
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- Netherlands
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2011-01-08, 02:04 PM (ISO 8601)
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- Feb 2008
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- Denmark
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2011-01-08, 02:07 PM (ISO 8601)
- Join Date
- Mar 2010
Re: [dnd 3.5e] Renaissance/Industrial weapons?
There are more firearm homebrews written than pellets of #9 shot in a 12ga shell. That said, you can approximate some of your own... how I run firearms is vaguely as follows:
SpoilerA musket (or muzzle-loading shotgun) is the basic weapon, maybe 2d12/x3, martial with a range inc. of 100' and standard action to reload.
A blunderbuss is a shorter musket (essentially another kind of shotgun) with a quicker reload time (move action) due to its flared muzzle. 2d8/x3, martial with a range of 75'.
A pistol is concealable with Slight of Hand, but significantly less powerful due to its short barrel. 1d10/x3, simple (for roguey types, even though they are harder to use than longarms) with a range of 50'. Standard Action to reload.
A rifle is more accurate and has a longer range and better critical, but sacrifices reload speed because the rifling grooves make it more difficult to push the patched ball down the barrel. 2d12/x4 Martial or Exotic with a full-round reload, range of 150'.
Everything except for the Blunderbuss can be made double-barreled for Rapid Shot action, and I allow Rapid Reload to affect everything down to a move action just like with crossbows.
I figure the higher damage of the weapons is tempered by reload time, and while reloading really does take much longer, the time given conserves game balance. I've run only a one-off with these rules included, but it seemed to work fine for me.Last edited by Achernar; 2011-01-08 at 02:12 PM.
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2011-01-08, 02:08 PM (ISO 8601)
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- Jan 2009
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2011-01-08, 02:13 PM (ISO 8601)
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- Mar 2008
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Re: [dnd 3.5e] Renaissance/Industrial weapons?
I don't have d20 past myself, but it's often cited when people want to play in time periods between high middle ages and modern times.
Originally Posted by The Giant
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2011-01-08, 02:21 PM (ISO 8601)
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- Feb 2008
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- Denmark
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2011-01-08, 03:35 PM (ISO 8601)
- Join Date
- Sep 2008
Re: [dnd 3.5e] Renaissance/Industrial weapons?
Try the d20 Modern and/or Past if you want more dakka, the rules are close enough that importing, along with possibly some feats, should be a piece o' cake.
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2011-01-08, 06:33 PM (ISO 8601)
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- Aug 2010
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- Netherlands
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2011-01-09, 02:46 PM (ISO 8601)
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- Jul 2010
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- Brooklyn
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Re: [dnd 3.5e] Renaissance/Industrial weapons?
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2011-01-09, 04:02 PM (ISO 8601)
- Join Date
- Nov 2010
Re: [dnd 3.5e] Renaissance/Industrial weapons?
7th Sea, from AEG, the company behind Legend of the Five Rings. It's incredibly hard to find a print copy of, since I believe there were only 1 or 2 print runs. You can download a PDF from drivethrurpg for about $12 though.
They also made a d20 version called Swashbuckling Adventures, which I don't think was particularly well recieved, and still probably hard to find.
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2011-01-09, 04:11 PM (ISO 8601)
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- Mar 2008
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2011-01-09, 04:15 PM (ISO 8601)
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- Sep 2008
Re: [dnd 3.5e] Renaissance/Industrial weapons?
Unfortunatly no, but as you may be aware, there is one for Modern and Future.
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2011-01-09, 04:21 PM (ISO 8601)
- Join Date
- Feb 2010
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- Finland
Re: [dnd 3.5e] Renaissance/Industrial weapons?
Quotes:Praise for avatar may be directed to Derjuin.Spoiler
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2011-01-09, 04:27 PM (ISO 8601)
- Join Date
- Mar 2010
Re: [dnd 3.5e] Renaissance/Industrial weapons?
Just a warning from watching our group: If you make weapons with a long reload time, put some limits as to how many of them can be reasonably carried in a position where they can be drawn. Otherwise you get what we started doing - the PC's carry 10 loaded guns in their belt.
Hail to the Lord of Death and Destruction!
CATNIP FOR THE CAT GOD! YARN FOR THE YARN THRONE! MILK FOR THE MILK BOWL!
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2011-01-09, 05:34 PM (ISO 8601)
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- Mar 2010
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2011-01-09, 05:51 PM (ISO 8601)
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- Feb 2008
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- Denmark
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Re: [dnd 3.5e] Renaissance/Industrial weapons?
That's basically the only way to make the DMG guns anywhere near feasible, and even then you only get a couple of shots before you gotta get your sword swinging and clanging.
Granted, outside two armies battling, that was generally the way they did it back then. But that's not cool.
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2011-01-09, 05:55 PM (ISO 8601)
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- Jul 2009
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- In the T.A.R.D.I.S.
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Re: [dnd 3.5e] Renaissance/Industrial weapons?
Originally Posted by The Doctor
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2011-01-09, 05:56 PM (ISO 8601)
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- Mar 2010
Re: [dnd 3.5e] Renaissance/Industrial weapons?
Hail to the Lord of Death and Destruction!
CATNIP FOR THE CAT GOD! YARN FOR THE YARN THRONE! MILK FOR THE MILK BOWL!
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2011-01-09, 05:59 PM (ISO 8601)
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- Jul 2009
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- In the T.A.R.D.I.S.
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2011-01-09, 09:11 PM (ISO 8601)
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- May 2010
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2011-01-09, 09:46 PM (ISO 8601)
- Join Date
- Sep 2010
Re: [dnd 3.5e] Renaissance/Industrial weapons?
Nothing wrong with this. Pirates used to do it boarding ships when possible. If it becomes a real annoyance, you simply remind the players of the hazards of carrying loaded gunpowder weapons.
Rain will dampen their day (shoot me for the bad pun later), as will any kind of water immersion, when their guns no longer function.
A concentrated amount of heat could set the guns off while they're loaded in a person's belt.
I'm sure there are other things you could use that are equally obvious.
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2011-01-09, 09:51 PM (ISO 8601)
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- Mar 2010
Re: [dnd 3.5e] Renaissance/Industrial weapons?
Hail to the Lord of Death and Destruction!
CATNIP FOR THE CAT GOD! YARN FOR THE YARN THRONE! MILK FOR THE MILK BOWL!
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2011-01-09, 10:37 PM (ISO 8601)
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- Mar 2010
Re: [dnd 3.5e] Renaissance/Industrial weapons?
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2011-01-09, 10:41 PM (ISO 8601)
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- Mar 2010
Re: [dnd 3.5e] Renaissance/Industrial weapons?
It wasn't one-hit lethal as much as that they were easy to dual-wield and considered a martial weapon. So a cr-appropriate encounter against a couple of warriors with guns could flatten a level 4 or 5 quickly, particularly since we never seem to roll good initiative checks.
Hail to the Lord of Death and Destruction!
CATNIP FOR THE CAT GOD! YARN FOR THE YARN THRONE! MILK FOR THE MILK BOWL!
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2011-01-10, 12:26 AM (ISO 8601)
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- Dec 2006
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Re: [dnd 3.5e] Renaissance/Industrial weapons?
Seems fair to me. Once guns are introduced, shooting first should be a priority. Staying behind cover at all times unless you know an area is secured would also help.
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2011-01-10, 12:49 AM (ISO 8601)
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- Mar 2010
Re: [dnd 3.5e] Renaissance/Industrial weapons?
Of course, guns actually did increase the lethality of combat and render armor all but useless. They also massively changed the way tactics worked. Which is fine if that's what you want to do with D&D. But if they're a common weapon, expect some significant changes. If you're in a situation where the opponent has guns and you don't (like we were, because we hadn't been able to buy any), you're not going to do well.
Personally, I don't like guns in your standard dungeon crawl. How often do you have cover available anyway? You don't have a choice about going around that corner where there might be someone waiting.Last edited by WarKitty; 2011-01-10 at 12:50 AM.
Hail to the Lord of Death and Destruction!
CATNIP FOR THE CAT GOD! YARN FOR THE YARN THRONE! MILK FOR THE MILK BOWL!