Gunfire is loud. Loud enough that your hearing is going to be off for a while if you stand near gunfire without proper ear protection. Setting aside permanent hearing loss whch wouldn't be heroic, what DC would you give PCs for a Constitution Save to avoid being Deafened? Both for the black powder guns that you find in normal D&D, and for M-16, AK-74, Glock 17, hunting 12 Gauge shotguns, Colt M1911s, and other modern guns for a modern homebrew?
Thanks!
Public Mod Note
(Davyd):
Moved to Homebrew & House Rules
This really should be in the homebrew forum as there are no rules for this to my knowledge, certainly for modern weapons. Also, firearms are considered an optional rule, so they aren’t in “normal” D&D either
that said, If this happens every time they use the gun the extra roll is going to get annoying. I’d ignore it completely, but if you really want this mechanic I’d still ignore it for creatures proficient with firearms and set it low (like DC 8-10) otherwise, and only have the deafened condition last until the start of their next turn. I also wouldn’t change it based on the weapon as that would be too convoluted to track
another option would be to force the save only on misfire events, with a higher DC (10-12)
Actually the whole point is that without proper protection (earmuffs that give a Disadvantage on Perception rolls involving hearing (or really expensive electronic earmuffs if playing modern homebrew (expensive but no penalties)), and especially in confined spaces, gunfire is murder on the ears of shooters (and targets too), so that's one of the main advantage of melee: You can still hear alright after whacking a foe with your preferred melee weapon, while guns tend to deal a lot of damage, but the nasty effect on your ears will make you much more vulnerable after a fight (post fight ambushes become nasty so I think it's a decent trade-off. Even black powder is loud.
Optional or not, the rules for firearms are still official, and hearing loss (temporary and permanent, and I'm already making a concession to not have permanent damage, though you're still looking at least at a Lesser Deafened (disadvantage on hearing checks) for 20 or so minutes depending on your Constitution) minutes.) were basically a problem for professional and amateur gunners alike, and the main reason for the invention of suppressors.
As someone who's had the misfortune of being near an AR-15 that was fired in a fairly enclosed area (gravel pit) without hearing protection on, it's painful, but not really deafening. I don't think I'd allow the deafened condition for that.
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Wouldn't bother with a roll. If I wanted firearm noise to be a thing and for Constitution to help, I'd just impose the Lesser Deafened thing on anyone within five or ten feet of the shooter for a number of rounds (if you're generous) or minutes (if not) equal to 5-Con modifier.
Easy and quick, something the player can be told to keep on top of when using the weapons.
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Gunfire is loud. Loud enough that your hearing is going to be off for a while if you stand near gunfire without proper ear protection. Setting aside permanent hearing loss whch wouldn't be heroic, what DC would you give PCs for a Constitution Save to avoid being Deafened? Both for the black powder guns that you find in normal D&D, and for M-16, AK-74, Glock 17, hunting 12 Gauge shotguns, Colt M1911s, and other modern guns for a modern homebrew?
Thanks!
This really should be in the homebrew forum as there are no rules for this to my knowledge, certainly for modern weapons. Also, firearms are considered an optional rule, so they aren’t in “normal” D&D either
that said, If this happens every time they use the gun the extra roll is going to get annoying. I’d ignore it completely, but if you really want this mechanic I’d still ignore it for creatures proficient with firearms and set it low (like DC 8-10) otherwise, and only have the deafened condition last until the start of their next turn. I also wouldn’t change it based on the weapon as that would be too convoluted to track
another option would be to force the save only on misfire events, with a higher DC (10-12)
Actually the whole point is that without proper protection (earmuffs that give a Disadvantage on Perception rolls involving hearing (or really expensive electronic earmuffs if playing modern homebrew (expensive but no penalties)), and especially in confined spaces, gunfire is murder on the ears of shooters (and targets too), so that's one of the main advantage of melee: You can still hear alright after whacking a foe with your preferred melee weapon, while guns tend to deal a lot of damage, but the nasty effect on your ears will make you much more vulnerable after a fight (post fight ambushes become nasty so I think it's a decent trade-off. Even black powder is loud.
Optional or not, the rules for firearms are still official, and hearing loss (temporary and permanent, and I'm already making a concession to not have permanent damage, though you're still looking at least at a Lesser Deafened (disadvantage on hearing checks) for 20 or so minutes depending on your Constitution) minutes.) were basically a problem for professional and amateur gunners alike, and the main reason for the invention of suppressors.
As someone who's had the misfortune of being near an AR-15 that was fired in a fairly enclosed area (gravel pit) without hearing protection on, it's painful, but not really deafening. I don't think I'd allow the deafened condition for that.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Wouldn't bother with a roll. If I wanted firearm noise to be a thing and for Constitution to help, I'd just impose the Lesser Deafened thing on anyone within five or ten feet of the shooter for a number of rounds (if you're generous) or minutes (if not) equal to 5-Con modifier.
Easy and quick, something the player can be told to keep on top of when using the weapons.
Please do not contact or message me.