I created a pair of pistols for the Gunslinger in our group. He found them old and broken during our adventure and is currently spending downtime here and there to repair them. Once he’s finished I’ll reveal the stats to him!
You can find the pistols here, feel free to use them in your campaign and let me know what you think!
Saying the pistols have the light property doesn't actually do anything, as that property is worded to only affect melee weapons (unless I've missed some errata). Just stating that they can be used as a bonus action when either the other pistol or a light melee weapon makes an attack as part of an attack action is sufficient.
Might have more feedback later. Sorry to cut things short... holiday celebrations are being forced upon me and I must leave my computer for a while.
Oh really? I did not know this only applied to melee weapons, I just figured they’d only apply the property to melee weapons. I like your suggestion about the bonus action, that’s definitely something I’ll change in a new version. I’ll wait to see if there are more tips and resubmit!
Saying the pistols have the light property doesn't actually do anything, as that property is worded to only affect melee weapons (unless I've missed some errata).
This link to the basic rules section on weapon properties says nothing about only affecting melee weapons. My first printing PHB says it was never a thing that light only affects melee weapons. The issue exists within the rules for two-weapon fighting.
In any case, why are they two separate items, as opposed to just giving him two Pistols of Rhein? They seem to have the same mechanics, unless I skipped over something.
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That’s just a flavour thing. I once considered making them have different powers but worried it would complicate things and I didn’t want to overdo it.
This link to the basic rules section on weapon properties says nothing about only affecting melee weapons. My first printing PHB says it was never a thing that light only affects melee weapons. The issue exists within the rules for two-weapon fighting.
Ah, yes. Thank you for clarifying. I could remember that the light property didn't function on a ranged weapon, but had forgotten that it was because of the rules that engage with the light property were specific to melee weapons.
I’ll wait to see if there are more tips and resubmit!
Looking over the items again, I've found more questions I could use answers to before evaluating the functions of the items.
What are the rules you are using for how/when a weapon misfires? I don't see any included alongside the optional firearms rules in the Dungeon Master's Guide.
Similarly, the pistol stats I am seeing have a "renaissance" pistol that needs to be reloaded after every shot because it has the loading weapon property, and a modern automatic pistol and revolver which have, respectively, reload (15 shots) and reload (6 shots) as weapon properties. So my question is are you using some supplemental rules from a source other than the Dungeon Master's Guide, and if so, what source?
In any case, the wording of the "Intricate Magazine" feature of the item doesn't need to have the wording mention what stats the item does not have. You could just say "This pistol has the reload (6 shots) property."
As for suggestions, I don't really have any in particular, but it seems to me like either a lessening of the rarity, or an increase into what these weapons do for their wielder, is in order. Legendary weapons like defender, hammer of thunderbolts, and holy avenger all have significantly more "oomph" to them than these weapons seem to.
Also, I personally think it would be interesting if there were something special that only applied if the same person were using both. Whether that means adding an attunement requirement to them and having being attuned to both grant extra features, or a benefit was specifically only active in a round during which the wielder has attacked at least once with each of the two pistols. I regretfully don't have any suggestions what sort of effects or benefits there could be.
What are the rules you are using for how/when a weapon misfires? I don't see any included alongside the optional firearms rules in the Dungeon Master's Guide.
Similarly, the pistol stats I am seeing have a "renaissance" pistol that needs to be reloaded after every shot because it has the loading weapon property, and a modern automatic pistol and revolver which have, respectively, reload (15 shots) and reload (6 shots) as weapon properties. So my question is are you using some supplemental rules from a source other than the Dungeon Master's Guide, and if so, what source? In any case, the wording of the "Intricate Magazine" feature of the item doesn't need to have the wording mention what stats the item does not have. You could just say "This pistol has the reload (6 shots) property."
I think these are designed for Matt Mercer's Gunslinger subclass for Fighters, available on the DMs Guild. Having a quick look at it, misfiring is a thing that happens and pistols have reload 4 in that source, so I feel somewhat confident in that claim. I think it would be wise if the magic items called out that they were for use with this subclass.
As for suggestions, I don't really have any in particular, but it seems to me like either a lessening of the rarity, or an increase into what these weapons do for their wielder, is in order. Legendary weapons like defender, hammer of thunderbolts, and holy avenger all have significantly more "oomph" to them than these weapons seem to.
Also, I personally think it would be interesting if there were something special that only applied if the same person were using both. Whether that means adding an attunement requirement to them and having being attuned to both grant extra features, or a benefit was specifically only active in a round during which the wielder has attacked at least once with each of the two pistols. I regretfully don't have any suggestions what sort of effects or benefits there could be.
I agree with this. As is, they might be rare.Perhaps when you fire with both, you gain a bonus to AC until the start of your next turn, or maybe you gain advantage on an attack with one if you've made an attack with the other in the same turn?
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Good suggestion to add that they are designed for use with the Gunslinger class!
I really like the idea to flavour it up with a different power for using both. I don’t want it to be too strong, I created them for our Gunslinger who is now level 5 and needs three dc 15 tinker tools checks to repair them (try once per day max). So I expect him to be able to use them soon (level 5 or 6). The legendary tag is also to indicate that they are unique. But still, some cool power when using both sounds good...
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I created a pair of pistols for the Gunslinger in our group. He found them old and broken during our adventure and is currently spending downtime here and there to repair them. Once he’s finished I’ll reveal the stats to him!
You can find the pistols here, feel free to use them in your campaign and let me know what you think!
Twin Pistols of Rhein: Sirius
Twin Pistols of Rhein: Adhara
Saying the pistols have the light property doesn't actually do anything, as that property is worded to only affect melee weapons (unless I've missed some errata). Just stating that they can be used as a bonus action when either the other pistol or a light melee weapon makes an attack as part of an attack action is sufficient.
Might have more feedback later. Sorry to cut things short... holiday celebrations are being forced upon me and I must leave my computer for a while.
Oh really? I did not know this only applied to melee weapons, I just figured they’d only apply the property to melee weapons. I like your suggestion about the bonus action, that’s definitely something I’ll change in a new version. I’ll wait to see if there are more tips and resubmit!
In any case, why are they two separate items, as opposed to just giving him two Pistols of Rhein? They seem to have the same mechanics, unless I skipped over something.
Do you have difficulty fitting everything you want into your signature? Then check out the Extended Signature thread!
Here's my Extended Signature!
That’s just a flavour thing. I once considered making them have different powers but worried it would complicate things and I didn’t want to overdo it.
I agree with this. As is, they might be rare.Perhaps when you fire with both, you gain a bonus to AC until the start of your next turn, or maybe you gain advantage on an attack with one if you've made an attack with the other in the same turn?
Do you have difficulty fitting everything you want into your signature? Then check out the Extended Signature thread!
Here's my Extended Signature!
Good suggestion to add that they are designed for use with the Gunslinger class!
I really like the idea to flavour it up with a different power for using both. I don’t want it to be too strong, I created them for our Gunslinger who is now level 5 and needs three dc 15 tinker tools checks to repair them (try once per day max). So I expect him to be able to use them soon (level 5 or 6). The legendary tag is also to indicate that they are unique. But still, some cool power when using both sounds good...