Results 31 to 52 of 52
Thread: 3.5: Adding Guns to My World
-
2016-11-17, 08:33 PM (ISO 8601)
- Join Date
- Oct 2013
Re: 3.5: Adding Guns to My World
Other than the 15yr old, we all carry. Backup carry covers his lack. Has nothing to do with the game.
No new players have fled in terror when realizing they were gaming with the well-armed.
No 1-rolling d20s have been executed.
No drunken brandishing, despite a fair amount of moderate drunkenness.
Any unholstering has been done with great forethought and care, and only for the purposes of showing off a new purchase or similar.
I don't think any more about letting people into my home while armed than I do about letting them in with a phone in their pocket. It's a tool, nothing more.
-
2016-11-18, 12:47 AM (ISO 8601)
- Join Date
- Jun 2006
- Location
- Oregon
- Gender
Re: 3.5: Adding Guns to My World
Magic ammo is overpriced (it should be per 100 shots, not 50), and it runs out, but that isn't a bad idea for a partial workaround.
Please, excuse me, but there you a wrong: almost all ranged-oriented stuff in 3.X works with firearms just fine; firearm doesn't need any "special" content, because 90% of general already available freely
Still, I will point one thing: Master Siege Engineer - works with firearms (cannons), crossbows (ballista), but not bows
BTW, which, exactly, age you mean?
If XV - then OK; but if XVIII - then it's too slow: 4 shots/minute were required standard, but skilled soldiers could shot up to 7/minute (with muzzle-loading smoothbore)
3) This one is also in the form of cone frustum, but wider tip pointed to the target. Shortest range and widest shot spread. Direct descendant of blunderbusses.Fizban's Tweaks and Brew: Google Drive (PDF), Thread
A collection of over 200 pages of individually small bans, tweaks, brews, and rule changes, usable piecemeal or nearly altogether, and even some convenient lists. Everything I've done that I'd call done enough to use in one place (plus a number of things I'm working on that aren't quite done, of course).
-
2016-11-18, 07:49 AM (ISO 8601)
- Join Date
- Jul 2011
- Location
- Tula, Russia
- Gender
Re: 3.5: Adding Guns to My World
No - I trying to claim it's overpriced, and it runs out
They don't: Hawk's Vision give the same benefit for any ranged weapon - including firearms and futuristic blasters
You better to point Aquatic Shot, because it's impossible to use early firearm underwater
Correct. I used it just for counter-example
Prussian infantry of XVII century - 5/minute is standard, maximum - 7 shots (and 6 reloads)/minute; they used muzzle-loading smoothbore flintlocks (with paper cartridges)
Actually, breechloaders were around far longer than it: for example, google "Peter Peck" 1553
Even repeating crossbows never shot faster than 9/minute, yet you haven't any problems with them shooting in-game as fast as bows. Bias much?
Sorry, but I have "slightly" different information: according to Probability estimations of distance of shot: a function of the dispersion of pellets (A. F. Lisitzyn ℗ Forensic science, 1974):
X is range - in meters
Y is spread - in centimeters
As you can see, even lower curve for 20 m (not even 27, like you said) give spread about 0,5 m; and for higher curve it's ~ 1 m (which is one heck of AoE )
Spread size depend on diameters of bore and shot (table for shot diameters from 2 to 8,5 mm)
Note under the picture says it's for "standard conditions"; spread can be increased by usage of: gunpowder, shortened cartridges, flared or sawed-off barrels, non-spherical shots, homemade wadding, and so onLast edited by ShurikVch; 2016-11-18 at 08:40 AM.
-
2016-11-18, 07:55 AM (ISO 8601)
- Join Date
- Feb 2006
- Location
- NYC
- Gender
Re: 3.5: Adding Guns to My World
I want you to PEACH me as hard as you can.
-
2016-11-18, 07:57 AM (ISO 8601)
- Join Date
- Aug 2009
-
2016-11-18, 08:45 AM (ISO 8601)
- Join Date
- Jul 2011
- Location
- Tula, Russia
- Gender
-
2016-11-18, 09:38 AM (ISO 8601)
- Join Date
- Jun 2006
- Location
- Oregon
- Gender
Re: 3.5: Adding Guns to My World
Which is why I said growing instead of first invented. So if we take that we can have muzzle loaders at standard action and breech loaders at move action and it's actually accurate, if you assume maximum training and don't want to leave room for the difference between match/flint/percussion, color me surprised. Now all you need is proper damage values and variety.
Even repeating crossbows never shot faster than 9/minute, yet you haven't any problems with them shooting in-game as fast as bows. Bias much?
Sorry, but I have "slightly" different information: according to Probability estimations of distance of shot: a function of the dispersion of pellets (℗ Forensic science, 1974):
A 1 meter spread is still not a cone attack nor a line attack (unless it specifically states that the first creature hit stops the line), so if you have blunderbuss stats that say it's a line or cone attack they fail.Fizban's Tweaks and Brew: Google Drive (PDF), Thread
A collection of over 200 pages of individually small bans, tweaks, brews, and rule changes, usable piecemeal or nearly altogether, and even some convenient lists. Everything I've done that I'd call done enough to use in one place (plus a number of things I'm working on that aren't quite done, of course).
-
2016-11-18, 11:17 AM (ISO 8601)
- Join Date
- Sep 2015
- Location
- The Old World
- Gender
Re: 3.5: Adding Guns to My World
-
2016-11-18, 11:44 AM (ISO 8601)
- Join Date
- Jul 2015
Re: 3.5: Adding Guns to My World
-
2016-11-18, 04:42 PM (ISO 8601)
- Join Date
- Jun 2011
- Gender
Re: 3.5: Adding Guns to My World
The definition of a tool does not require multiple functions. I wish people would stop changing the definition of words to suit their narratives. I'll just say that since I don't want to talk politics.
Spoiler: DefinitionA quick google search gives me this:
"A device or implement, especially one held in the hand, used to carry out a particular function."Last edited by dascarletm; 2016-11-18 at 04:44 PM.
Dascarletm, Spinner of Rudiplorked Tales, and Purveyor of PunsThanks to Artman77 for the avatar!
Extended Signature
-
2016-11-19, 02:18 AM (ISO 8601)
- Join Date
- Sep 2015
- Location
- The Old World
- Gender
Re: 3.5: Adding Guns to My World
Very well then...Tools can be used for both creation and destruction...Weapons can only be used for destruction, unless you count the creation of corpses.
Not politics, merely an important distiction. I am not any sort of activist concerning gun carrying, but I am a cynical bastard and invoking a hundreds of years old law "to protect yourself from the Redcoats" is just very, very...USA.
As a wise man once said "Sticking feathers up your butt does not make you a chicken"
-
2016-11-19, 07:26 AM (ISO 8601)
- Join Date
- Feb 2006
- Location
- NYC
- Gender
Re: 3.5: Adding Guns to My World
You should be aware that Weapons and Tools are totally different types of Proficiency. Musical Instruments are yet a third type, even the ones that are held in one hand.
Also: recognizing that weapons and tools are different types of thing is not a political stance. It's just linguistic accuracy.
I feel like anyone with a weapon should care about accuracy.I want you to PEACH me as hard as you can.
-
2016-11-19, 11:11 AM (ISO 8601)
- Join Date
- Jul 2011
- Location
- Tula, Russia
- Gender
Re: 3.5: Adding Guns to My World
OK. Still, it was more dependent on chemistry than metallurgy: you can't have percussion caps without fulminate of mercury and chlorate of potash, and without percussion caps breachloading is lacking
OK, then what's you will say about the Heavy Crossbow?
You know - with a winch (lower left corner):
Rapid Reload feat allow to shoot with it at every turn, which means - 10/minute.
Only the best of modern crossbows may allow such rate of fire (and, frankly, draw weight of those crossbows aren't that impressive)
Wikipedia article about blunderbuss (in my language) says:During the period of blunderbuss's production, existed widespread misconception about the muzzle flare increasing spread of pellets (and thus - hit area), but, in fact, it wasn't the case: for increasing spread of pellets will be necessary make not just a muzzle flare, but the whole barrel in the shape of expanding cone. Though such weapon really existed, but was exceptionally rare (because expensive)Originally Posted by The Way of the GunOriginally Posted by Steam and Sorcery
Also, if you are so much against the idea of AoE blunderbuss, then 1st edition of Warcraft the RPG had Blunderbuss which, while hitting targets in 5' "line", wasn't true "area attack": rather than "auto hit, Reflex for half", it caused separate hit for every affected creature; if you annoyed about the "hitting creatures who are behind the other creatures", then I will point on Cover rules
Crowbar is a tool. For which, exactly, creation you can use it?Last edited by ShurikVch; 2016-11-19 at 11:12 AM.
-
2016-11-19, 02:03 PM (ISO 8601)
- Join Date
- Sep 2015
- Location
- The Old World
- Gender
-
2016-11-19, 04:40 PM (ISO 8601)
- Join Date
- Jan 2009
- Gender
-
2016-11-19, 10:01 PM (ISO 8601)
- Join Date
- Oct 2006
- Location
Re: 3.5: Adding Guns to My World
Some of us have written whole novels about this.
Others have discussed the mechanics; I think any of them are fine. The key to understanding guns is understanding that players don't want them.
In D&D, it is the man, not the weapon. A 5th lvl Fighter with a spoon is more dangerous than a commoner in plate and sword. Your players are super-heroes who can do supernatural feats with their weapons; the actual chunk of metal or wood in their hand is largely irrelevant.
What guns do (as others have noted) is make ordinary, untrained commoners dangerous to the professional fighting classes. This is why the Japanese actually got rid of them once; to protect the monopoly on violence held by the samurai. Note: your players are the samurai of their world. Go watch The Last Samurai to see how samurai felt about guns.
The other thing everyone misses about guns is scaleability. Ballistae non-withstanding, there is a limit to how much force you can achieve with wood and rope. You can't just keep making them bigger and bigger; a ballistae big enough to kill a dragon in one shot would simply fall apart.
But guns... guns are different. Want double the power? Just double the powder. Sure, there's a limit on how big you can make the barrel using medieval technology... but in the real Middle Ages they made guns that could fire a mile. And if that's not good enough, you can always make a bomb of arbitrary size. The Dutch made a fire-ship that killed 800 men in one shot (https://en.wikipedia.org/wiki/Hellburners).
Dragons, giants, and other monsters are still fearsome; but they are no longer the undisputed queens on the board. They cannot stand and roar; they must duck and weave, dodge and hide, like ordinary men. De Gaulle said, "Armor without mobility is merely a target," and it's true of huge monsters too, in the age of gunpowder.www.WorldOfPrime.com and Sword of the Bright Lady (Flintlock Fantasy!)
-
2016-11-20, 07:43 AM (ISO 8601)
- Join Date
- Jun 2006
- Location
- Oregon
- Gender
Re: 3.5: Adding Guns to My World
Half right. Guns don't make commoners significantly more dangerous to adventurers than any other weapon. Every gun source I've seen requires exotic proficiency in spite of the whole point being that they're as simple to use as a crossbow, most don't have any better damage, and those with better damage only match strength+longbow. While you're right that guns are a threat to scads of 1st level NPCs who go from having a decent chance of surviving a crossbow shot to a significantly lower chance of surviving a rifle shot (if you're using good stats), this doesn't threaten PCs any more than usual. Meanwhile, it takes a high level specialized character to do the same things with a gun that a low-level ranger can do with a bow, which if anything emphasizes the fact that this character is a badass.
But guns... guns are different. Want double the power? Just double the powder. Sure, there's a limit on how big you can make the barrel using medieval technology... but in the real Middle Ages they made guns that could fire a mile. And if that's not good enough, you can always make a bomb of arbitrary size. The Dutch made a fire-ship that killed 800 men in one shot (https://en.wikipedia.org/wiki/Hellburners).
Dragons, giants, and other monsters are still fearsome; but they are no longer the undisputed queens on the board. They cannot stand and roar; they must duck and weave, dodge and hide, like ordinary men. De Gaulle said, "Armor without mobility is merely a target," and it's true of huge monsters too, in the age of gunpowder.Fizban's Tweaks and Brew: Google Drive (PDF), Thread
A collection of over 200 pages of individually small bans, tweaks, brews, and rule changes, usable piecemeal or nearly altogether, and even some convenient lists. Everything I've done that I'd call done enough to use in one place (plus a number of things I'm working on that aren't quite done, of course).
-
2016-11-20, 08:00 AM (ISO 8601)
- Join Date
- Oct 2006
- Location
Re: 3.5: Adding Guns to My World
As you note, that's just silly. Any vaguely historical representation will make them Simple (like crossbows already are). Also, all the "touch" attack stuff is supposed to represent that guns made armor obsolete (not at first; but by the time you get to breech-loaders, yes).
However, the problem is also that the representations are too historical. Guns are the size they are because people are the size they are. If we lived in a world where people could be 15 ft tall (or have the vitality of an elephant), we'd have built bigger guns.
Also, the thing about bombs is that they can be made by commoners. It takes a wizard to make a fireball; but a commoner can make explosions of arbitrarily large sizes quite easily.
Now, in the real world, people didn't go around lobbing giant bombs at each other. But that's because they didn't need to. If Da Vinci had figured out how to make his tanks work, people would have made anti-tank rockets. And in D&D, there are lots of things that might as well be tanks.
Essentially, the point is that gunpowder makes killing things an engineering problem, instead of a mystical test of your personal character. This is pretty much the antithesis of the Heroic story.
I mean, I'm all for guns in D&D; but I'm the DM. I'm on the commoner's side.www.WorldOfPrime.com and Sword of the Bright Lady (Flintlock Fantasy!)
-
2016-11-20, 08:38 AM (ISO 8601)
- Join Date
- Jun 2006
- Location
- Oregon
- Gender
Re: 3.5: Adding Guns to My World
But you haven't refuted any of my points? You seem to be saying that because you would let guns ignore armor and deal whatever damage you want and write bomb stats that do whatever you want, these printed stats that don't do any of those things would do that. Sure, if you run your guns and gunpowder in a way that takes the heroic fantasy out of the game then they'll take the heroic fantasy out of the game, and that's why no one does that when they write up their stats. Unless what you're saying is that statted guns aren't guns because they're not designed from an in-universe perspective, but that basically applies to everything in dnd from castles to magic so. . .
And if you ask any char-op player, killing things is already an engineering problem. Take wizard/party of level X with Y resources and use it to kill Z. Even without personal ability or resources, a town contains NPCs of level X and has buying limit Y, enact scheme to leverage these into killing Z.Fizban's Tweaks and Brew: Google Drive (PDF), Thread
A collection of over 200 pages of individually small bans, tweaks, brews, and rule changes, usable piecemeal or nearly altogether, and even some convenient lists. Everything I've done that I'd call done enough to use in one place (plus a number of things I'm working on that aren't quite done, of course).
-
2016-11-20, 09:06 AM (ISO 8601)
- Join Date
- Jul 2011
- Location
- Tula, Russia
- Gender
Re: 3.5: Adding Guns to My World
BTW, are you familiar with the Kolter Firearms rules (in the Freeport)?
If yes, then how is it?
Also, do you seen my reply #43?
-
2016-11-20, 12:53 PM (ISO 8601)
- Join Date
- Jul 2007
Re: 3.5: Adding Guns to My World
I'd suggest looking into the Modern d20's supplement Past for further information. Modern uses the 3.0 rule set that you can update as needed if you're already familiar with the differences, primarily has weapon size in 3rd became light/one/two in 3.5.
Wealth conversion is the hard part through. The actual core book (not the srd) has a table for converting purchase DCs if you want a more gold based transaction system. But the system correctly interprets how a semi-auto handgun is cheaper now than a shard sword was then.
So I'd consider WotC's already canonical pricing on this, which they released through two different online articles. The first is laser guns, and power armor & robots, but you can use their pricing to quickly judge how to price other firearms based on how much better or worse they are compared to the lasers. The second is about mech armor and the Future Tech supplement gives you an increased ranged of mech building choices.
The systems are pretty easy to learn. Like a musket is a two-hander that deals 2d8 and takes two full-rounds to reload. The supplement even explains how it interacts with the quick reload feat. You can also find general firearm rules such as covering fire or burst/auto rules through Modern's SRD.
-
2016-11-21, 04:15 AM (ISO 8601)
- Join Date
- Oct 2006
- Location
Re: 3.5: Adding Guns to My World
But that's the point of guns - to change the game.
If you want them to act like regular weapons, just take the entry for Heavy Crossbow write in Musket. As everyone has pointed out, early firearms were pretty close.
The reason players ask for guns, though, is because they think the guns will make them more powerful, in a way magic items won't. If all they want is different fluff for the same thing, why even have a discussion over mechanics?www.WorldOfPrime.com and Sword of the Bright Lady (Flintlock Fantasy!)