Guns and Rifles
bbear
Member Posts: 1,180
I know that guns are anachronistic in the setting of BG saga, but I think it's cool to introduce some guns in the game. Also, the game can build a new story and class on Mechanics/Machinist who develops technologies and inventions.
Guns: 2apr
Rifles: 1apr, +1 thaco, +4 dmgs
-use the same bullets from slings
-silver bullets: 1d4+2, +2 dmg against undeads
Guns: 2apr
Rifles: 1apr, +1 thaco, +4 dmgs
-use the same bullets from slings
-silver bullets: 1d4+2, +2 dmg against undeads
0
Comments
But I disagree with the idea.
magically functioning projectile launchers akin to guns could possibly work in planescape maybe...
edit: like jan's 'flasher master bruiser' (i don't like that it's found in a baldur's gate game, doesn't fit for me)
They are rare, expensive and unreliable. With the destruction of Lantan by 4th edition it's a lost technology.
And if people complain about wild surges, imagine how the boards would be when the pistols and rifles started to explode causing, in some cases, area damage
And don't forget the Big Metal Rod, too.
In the Forgotten Realms, firearms are known as Smokepowder Weapons. Smokepowder is an alchemical substance created by the rock gnomes of the island nation of Lantan. Smokepowder pistols and muskets are rare outside of Lantan, but due to the large number of gnomish merchants selling these new weapons, they are increasing in circulation.
Now, though powerful, smokepowder weapons are not without their faults. First off, after every shot the weapon must be reloaded, a process involving adding a measure of smokepowder, a bullet, using a metal rod to slide the bullet and powder into place ,and placing a priming cap in the firing chamber. They are less versatile than a traditional ranged weapon and the firing rate is much slower. Also, if not loaded and primed properly, smokepowder weapons have a tendency to misfire, jamming or destroying the weapon and causing injury to the wielder. For these two reasons, smokepowder weapons have gained a reputation as being powerful, but unreliable weapons.
Smokepowder weapons have the following statistics:
Smokepowder Pistol
Damage: 1d10 Critical: x3 Range: 50 ft. 3 lbs, 250 gp Type: Piercing
Smokepowder Musket
Damage: 1d12 Critical: x3 Range: 150 ft. 10 lbs, 500 gp Type: Piercing
Smokepowder Horn (Enough for 32 Shots) 35 gp, 2 lbs
Bullets (10) 3 gp, 2 lbs
Masterwork smokepowder weapons add +1 to attack rolls and 300 gp to the price
In order to use a somekpowder weapon without penalties, the character must have the feat Exotic Weapon Proficiency: Smokepowder Pistol and/or Smokepowder Musket
Special Rules:
A smokepowder weapon takes 1 full round to reload in which the character can do nothing else before it can be fired again. A character that moves or takes any actions while reloading adds 1 round to the reloading time. A character with the feat Rapid Reload can reload a smokepowder weapon as a standard action. The penalties for acting while reloading still apply, however.
Misfiring:
Smokepowder weapons have a tendency to be unreliable and just as dangerouns to the wielder as their target. When a natural 1 is rolled to attack, the weapon has misfired. Roll on the following table to see the results of the misfire (d10)
1: The smokepowder discharges in a bright explosion, blinding the wielder for 2d6 rounds and causing 2d6 damage to the wielder. The weapon is damaged beyond repair and must be replaced.
2-3: The smokepowder discharges in a bright explosion, blinding the wielder for 2d4 rounds and causing 1d6 damage to the wielder. The weapon is damaged and must be repaired by a smokepowder weaponsmith.
4-5: The smokepowder discharges in a bright explosion, blinding the wielder for 1d6 rounds and jamming the weapon. It will take 1d8 rounds to clear the jam.
6-7: The smokepowder discharges in a bright explosion, blinding the wielder for 1d4 rounds and jamming the weapon. It will take 1d6 rounds to clear the jam.
8-9: The smokepowder discharges in a bright explosion, blinding the wielder for 1d4 rounds and jamming the weapon. It will take 1d4 rounds to clear the jam.
10: The smokepowder discharges in a bright explosion, blinding the wielder for 1d3 rounds and jamming the weapon. It will take 1d3 rounds to clear the jam.
source:http://www.myth-weavers.com/showthread.php?t=37247
2. Still, it would be very unclimactic.
3. Most importantly, there are no animations for shooting a rifle. And no, they can't do it.
Just no.
You realize this is 2nd edition right?
shame on you
i've actually seen that once before, but i thought that it was some homebrew stuff
...anyway, doesn't look bad at all, it's acceptable for 2ed to me as well, as long as they are quite useless (unless it's a powerful uberenchanted artifact)
i'd actually exclude the pistol (too fancy and too advanced) but keep the musket (and have it do 1d10). i'd make the musket ignore all missile AC bonuses (which is what they were originally made for - piercing a knight's armor), but also, miss a lot (to hit penalty).
i would introduce the hand cannon: give it even greater damage (2d10 crushing) but a large min. strength requirement (~16, which is realistic) and an even greater minus to hit, and make it slow: -1/2 apr
however, it could fire powerful magical cannonballs, some of which would be an equivalent of fireballs, some of which could release gas etc.
also, cannonballs should be very heavy.
also, i'd make smokepowder weapons almost totally unusable without a specialization because they all have a large thac0 penalty (you can imagine those crude firearms being waaay less accurate than proficiently used bows and crossbows), and available only to few classes and races.
when it comes to cannons on the isle of balduran, that's strictly out of lore, because those cannons look very advanced, like 17th century artillery basically.
this is what, say, a 15th cent gun looks like: http://www.youtube.com/watch?v=hYWDuXadosA
Pistols deal 1d8, Rifles 1d10, but have special damage rules. Every time an 8 or 10 is rolled respectively for damage, they roll additional damage again, and repeat for every 8 or 10 rolled.
Both the guns and ammo are extremely rare and expensive, 350 pistol and 500 rifle gp base price. Ball and powder are always considered magical (I'd assume you'd using the same pricing for magic arrows, since it doesn't list a price for these).
Looks like they are clearly inferior to other range weapons. Unless it is designed to penetrate armor (only uses the natural ac of the targets plus dex bonus) or has special effects, no one would want to use them unless for roleplaying or the coolness factor. Maybe they can cause fear in the target because enemies have never seen them before and loud gun noise is terrifying.
It means if you get REALLY lucky you COULD hit for several hundred damage for a single shot..or just 1-7 or 1-9. Or 40 or 50...etc etc. And it happens automatically every time you roll max damage, an unlimited number of times if you get a streak. (You'd have to specifically exclude this item from being effected by offensive spin, kai, or righteous might though (normally it wouldn't be usable by those classes, but UAI would allow it), since that would mean instant death for any enemy you shot while under the effects)
They're very primitive fire arms meaning a lack of control, with very low reload speeds, but if they hit just right, they'll blow a melon-sized whole through whatever they're shooting at.
..she came back with a strange device having many weird pipes forming a barrel, with a big backpack..
..she enterd the guard house where her captures sat and played cards, drank and sang songs, where upon she yelled: "EAT HOT LEAD YOU BASTARDS!!!!!!!!!!!!!!!!" fire spew from the pipes and all the guards where killed by this mysterious device!
Me longsword and shield seemed obsolete now..
seriously, everything is possible, but, yeah, i would prefer to see the FR universe free of that evil invention so far.. just for the hell of the old heroic fantasy atmosphere only..clic&slash, no shoots, arf.. *)
If you wanna play a game with guns there are plenty of other RPGs out there.. For PnP D20 modern is a good system for guns. For video games there is mass effect and fallout.
Definitely not something BG should have though, it would be jarring.
Really in a world where a 5th level mage can fireball you, a firearm serves no purpose but style.
BTW even in Lantan itself it would be hard to find a firearm. And once your supply of powder was over, you'd probably have to go back there to buy more.