So, I had some inspiration lately for an enemy based around a Russian roulette sort of deal. I have everything largely sorted out, except for the weapon. I could go revolver flat out, but gunpowder is in short supply and only burgeoning, so muskets aren't even in common practice. I was thinking a repeating crossbow, but I wasn't sure if that would feel too forced.
I can make it work if I like the idea, I'm just looking for general ideas. Anything that could act in the same way as a revolver would.
If you're fine with taking a magical route, maybe a bunch of Ioun Stones of Reserve or similar items, some of which have spells.
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
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Well, the ideal is a shot is fired, and the cylinder is rotated to randomize whether it's a dud or a hit, and develope a system off of that. The enemy shoots the person, it's 6 of 6, it's a hit. If 5 of 6 are shot, they shoot themselves and gain a bonus if it's a dud. That sort of thing
Having this ability set to a magic item, like a wand, could easily imitate a revolver through RP, give you a replenishing ammo based system through charges, and a possible means of augmentation through arcana and infusion/enchantment.
Sounds like you could easily reflavor a Wand of Magic Missile into using Jim's Magic Missile to fit your needs roughly. To give it even more of a gamble feel, increase the crit thresholds to 19 and 2 or further.
There's already precedent for wands that work or don't based on a dice roll. I would build off of that using a d6. On a 6 it "fails" and damages you for some amount, on a 5 or less is succeeds, with one of two things happening: Spend 5 charges (if available) to apply whatever bonus you want, or add a charge. Then flavor it however you want. I'm imagining some particularly tricksy gnomish artificer built this contraption and it's just a box with a wheel on it and a small hole. Bonus points for making it cursed and forcing a wisdom save to make them spin the wheel if they get within 5 or 10 feet.
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So, I had some inspiration lately for an enemy based around a Russian roulette sort of deal. I have everything largely sorted out, except for the weapon. I could go revolver flat out, but gunpowder is in short supply and only burgeoning, so muskets aren't even in common practice. I was thinking a repeating crossbow, but I wasn't sure if that would feel too forced.
I can make it work if I like the idea, I'm just looking for general ideas. Anything that could act in the same way as a revolver would.
If you're fine with taking a magical route, maybe a bunch of Ioun Stones of Reserve or similar items, some of which have spells.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Well, the ideal is a shot is fired, and the cylinder is rotated to randomize whether it's a dud or a hit, and develope a system off of that. The enemy shoots the person, it's 6 of 6, it's a hit. If 5 of 6 are shot, they shoot themselves and gain a bonus if it's a dud. That sort of thing
Having this ability set to a magic item, like a wand, could easily imitate a revolver through RP, give you a replenishing ammo based system through charges, and a possible means of augmentation through arcana and infusion/enchantment.
Sounds like you could easily reflavor a Wand of Magic Missile into using Jim's Magic Missile to fit your needs roughly. To give it even more of a gamble feel, increase the crit thresholds to 19 and 2 or further.
There's already precedent for wands that work or don't based on a dice roll. I would build off of that using a d6. On a 6 it "fails" and damages you for some amount, on a 5 or less is succeeds, with one of two things happening: Spend 5 charges (if available) to apply whatever bonus you want, or add a charge. Then flavor it however you want. I'm imagining some particularly tricksy gnomish artificer built this contraption and it's just a box with a wheel on it and a small hole. Bonus points for making it cursed and forcing a wisdom save to make them spin the wheel if they get within 5 or 10 feet.