So, in my games, I allow artificer characters to invent firearms, automobiles, other technology, only if they use magical systems to make them. What are your opinions on this?
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The Gunpowder Codex also I think has some decent rules for firearms. Just ignore the subclasses and take the firearms. Maybe, if needed, restrict them to a certain group of firearms but from what I know the Gunpowder Codex is the most detailed source for firearms.
I know that Keith Baker said he didn't envision Eberron with guns (then followed it up with "if it has a place in D&D, it has a place in Eberron")...but I learned that AFTER I created a Warforged Gunslinger.
Personally, I think Eberron is a great setting for it!! I pitched it to my DM as - my mentor was an exiled artificer, and during our time together he tinkered my hand into a dual-functioning eldritch cannon; my hand turns into a pistol and I carry a rifle/big eldritch cannon (short version of the story)
The real trouble with firearms in a fanstasy setting, is it's armor piercing nature. A speeding bullet basically ignores metallic armor. In the case of chain mail, the mail might actually cause more trauma. My fix for it in another system was a resin laminated leather armor (heavy, medium, light thicknesses) that would stop a bullet, but some blunt trauma was still present. It was in a Palladium game so the armor has an armor value before it had to be repaired. This would not be hard to do in 5E.
The real trouble with firearms in a fanstasy setting, is it's armor piercing nature. A speeding bullet basically ignores metallic armor. In the case of chain mail, the mail might actually cause more trauma. My fix for it in another system was a resin laminated leather armor (heavy, medium, light thicknesses) that would stop a bullet, but some blunt trauma was still present. It was in a Palladium game so the armor has an armor value before it had to be repaired. This would not be hard to do in 5E.
The thing is, that it doesn't really matter about the guns piercing through armor. Hit Points aren't just how healthy you are, it is a mix of your heroism, skill and luck, as well as health. When you take damage, a lot of the times it is just you spending hit points to avoid a mortal blow, but when you drop to low hit points, and are finally dropped unconscious, you are finally actually hit by a major attack.
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Please check out my homebrew, I would appreciate feedback:
Most early firearms weren't particularly armor piercing. The Spanish still wore metal armor well into the colonial era. Many early flintlock weapons, such as the pistols that pirates were famed for, were fairly weak, and their range was nothing really to write home about, with projectiles noticeably dropping from one side of a decently sized room to the other.
The way I wrap my head around guns in a fantasy setting is that whatever magical or alchemical alternative to gunpowder they use produces a weaker explosive propulsion, so while they might have more complicated mechanisms (revolvers, pepperboxes, etc), they're still more on par power-wise with those early firearms.
Yeah, that's what I mean. "Smokepowder" is a magically-based alternative to gunpowder, and the way I justify metal armor still working against guns is that smoke powder must not be as powerful as gunpowder is in our world.
Yeah, that's what I mean. "Smokepowder" is a magically-based alternative to gunpowder, and the way I justify metal armor still working against guns is that smoke powder must not be as powerful as gunpowder is in our world.
Smokepowder is a lot more "touchy" than gunpowder. Just dropping it on the ground can cause it to explode.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Yeah, that's what I mean. "Smokepowder" is a magically-based alternative to gunpowder, and the way I justify metal armor still working against guns is that smoke powder must not be as powerful as gunpowder is in our world.
Smokepowder is a lot more "touchy" than gunpowder. Just dropping it on the ground can cause it to explode.
Okay I see what you mean.
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So, in my games, I allow artificer characters to invent firearms, automobiles, other technology, only if they use magical systems to make them. What are your opinions on this?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
its always good to encourage tinkering if you have Xanathar's guide it has a good handy guide for research
doing guns just reskin bows and crossbows the DMG rules for modern guns is a little too powerful
Automobiles i could see a team of magewright npc's assisting in the crafting over a few weeks
One thing is to keep in mind the quality of workbench/space having your PC spend some gold upgrading maybe reduce the crafting cost and time
I agree the DMG rules for Firearms is a bit too powerful, but if you make the ammo rare and expensive, maybe it balances out?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Shadowrun has a good Firearm chart that can be easily ported over
Also Critical Roll's Gunslinger Has a firearm chat as well,YOU may need to tweak a few things so it works with other classes
The Gunpowder Codex also I think has some decent rules for firearms. Just ignore the subclasses and take the firearms. Maybe, if needed, restrict them to a certain group of firearms but from what I know the Gunpowder Codex is the most detailed source for firearms.
I know that Keith Baker said he didn't envision Eberron with guns (then followed it up with "if it has a place in D&D, it has a place in Eberron")...but I learned that AFTER I created a Warforged Gunslinger.
Personally, I think Eberron is a great setting for it!! I pitched it to my DM as - my mentor was an exiled artificer, and during our time together he tinkered my hand into a dual-functioning eldritch cannon; my hand turns into a pistol and I carry a rifle/big eldritch cannon (short version of the story)
I always though Eberron fit really well with firearms, but not with gunpowder, more with magic-technology and dragonshards that fuel it.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
The real trouble with firearms in a fanstasy setting, is it's armor piercing nature. A speeding bullet basically ignores metallic armor. In the case of chain mail, the mail might actually cause more trauma. My fix for it in another system was a resin laminated leather armor (heavy, medium, light thicknesses) that would stop a bullet, but some blunt trauma was still present. It was in a Palladium game so the armor has an armor value before it had to be repaired. This would not be hard to do in 5E.
The thing is, that it doesn't really matter about the guns piercing through armor. Hit Points aren't just how healthy you are, it is a mix of your heroism, skill and luck, as well as health. When you take damage, a lot of the times it is just you spending hit points to avoid a mortal blow, but when you drop to low hit points, and are finally dropped unconscious, you are finally actually hit by a major attack.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Most early firearms weren't particularly armor piercing. The Spanish still wore metal armor well into the colonial era. Many early flintlock weapons, such as the pistols that pirates were famed for, were fairly weak, and their range was nothing really to write home about, with projectiles noticeably dropping from one side of a decently sized room to the other.
The way I wrap my head around guns in a fantasy setting is that whatever magical or alchemical alternative to gunpowder they use produces a weaker explosive propulsion, so while they might have more complicated mechanisms (revolvers, pepperboxes, etc), they're still more on par power-wise with those early firearms.
In Forgotten Realms, gunpowder doesn't work, because "reasons" but a magical equivalent "smokepowder" does.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Yeah, that's what I mean. "Smokepowder" is a magically-based alternative to gunpowder, and the way I justify metal armor still working against guns is that smoke powder must not be as powerful as gunpowder is in our world.
Smokepowder is a lot more "touchy" than gunpowder. Just dropping it on the ground can cause it to explode.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Okay I see what you mean.