Honestly, the most I can see is (DEX +5, Sharpshooter +10, and Fighting Style Archery + 2) Which would give you 17... But at that point, that character is pretty high leveled.
I am not sure if Archery works with Firearms, I would personally allow it though. However, I am also curious where the other 7 points is coming from?
Honestly, the most I can see is (DEX +5, Sharpshooter +10, and Fighting Style Archery + 2) Which would give you 17... But at that point, that character is pretty high leveled.
I am not sure if Archery works with Firearms, I would personally allow it though. However, I am also curious where the other 7 points is coming from?
Archery doesn't increase damage, it is and attack bonus.
If they are level 5 they could be doing 12 per attack with extra attack. But that would mean (even with archery fighting style) only a +2 attack modifier, which still misses half the time.
Firearms are already pretty balanced, they are powerful, but they are rare and expensive and require special training.
Honestly, the most I can see is (DEX +5, Sharpshooter +10, and Fighting Style Archery + 2) Which would give you 17... But at that point, that character is pretty high leveled.
I am not sure if Archery works with Firearms, I would personally allow it though. However, I am also curious where the other 7 points is coming from?
Archery doesn't increase damage, it is and attack bonus.
If they are level 5 they could be doing 12 per attack with extra attack. But that would mean (even with archery fighting style) only a +2 attack modifier, which still misses half the time.
Firearms are already pretty balanced, they are powerful, but they are rare and expensive and require special training.
Good Catch, it increases to hit, not damage...
So than I am back to my Dex +5 and Sharpshooter +10... But that is giving you a total of 15 so 9 point are still missing.
And Sharpshooter would be taking a -5 to your chance to hit, which I guess Archery would help mitigate
One way to compensate - enable "critical role content" and use Matt Mercer's gun types. ([Tooltip Not Found], [Tooltip Not Found], etc.) Adding the "misfire" property adds some extra risk to using them.
Okay i need a practical way to nerf firearms,
I have a character able to basicly oneshot anything and its kind of ruining the game if he can do 24 damage per turn before even rolling.
How do i nerf guns without taking all the fun out
How is the character doing 24 damage before rolling?
She/Her Player and Dungeon Master
Yeah, second this. I can't figure out a way this is possible
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Honestly, the most I can see is (DEX +5, Sharpshooter +10, and Fighting Style Archery + 2) Which would give you 17... But at that point, that character is pretty high leveled.
I am not sure if Archery works with Firearms, I would personally allow it though. However, I am also curious where the other 7 points is coming from?
Archery doesn't increase damage, it is and attack bonus.
If they are level 5 they could be doing 12 per attack with extra attack. But that would mean (even with archery fighting style) only a +2 attack modifier, which still misses half the time.
Firearms are already pretty balanced, they are powerful, but they are rare and expensive and require special training.
Good Catch, it increases to hit, not damage...
So than I am back to my Dex +5 and Sharpshooter +10... But that is giving you a total of 15 so 9 point are still missing.
And Sharpshooter would be taking a -5 to your chance to hit, which I guess Archery would help mitigate
Firearms have the loading feature so can only be fired once per turn
She/Her Player and Dungeon Master
1 - What kind of gun is he using?
2 - Why did you give him that kind of gun?
3 - Who says the bad guys can't have those kinds of guns?
4- Where are you placing encounters such that he gets off more than one shot?
5 - When are you going to realize that the bad guys are going to get annoyed by the one-shot wonder and do something about it?
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You're right. There goes my theory.
Could be using 2 separate guns.
One way to compensate - enable "critical role content" and use Matt Mercer's gun types. ([Tooltip Not Found], [Tooltip Not Found], etc.) Adding the "misfire" property adds some extra risk to using them.
Dm-"Oh no the fire arm the high level character uses is OP!"
High level wizards/bards with level 9 spells"you wot m8te?..."
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