Tuesday, July 19, 2016

Alchemists' Toybox- Gunpowder; House Rule: Gunpowder Weapons (D&D 5e)


These rules replace the renaissance firearms (DMG 267-268) and cannons (DMG 255).

Weapons
Name
Cost
Damage
Weight
Properties
Simple Melee Weapons
Bayonet
2 gp
1d4 piercing
1 lb
Finesse, light, special
Simple Ranged Weapons
Fire flower
2 gp
1d6 fire
-
Finesse, light, thrown (30/60), special
Martial Ranged Weapons
Arquebus
400 gp
2d4 piercing
12 lb
Firearm (range 30/120), heavy, loading, two-handed
Blunderbuss
1000 gp
2d6 piercing
18 lb.
Firearm (range 20/90), heavy, loading, two-handed
Flintlock Rifle
750 gp
1d10 piercing
5 lb.
Firearm (range 150/600), loading, two-handed
Heavy Pistol
250 gp
1d10 piercing
3 lb
Firearm (range 30/90), loading
Light Pistol
200 gp
1d8 piercing
2 lb
Firearm (range 20/60), light, loading
Musket
500 gp
1d8 piercing
5 lb
Firearm (range 80/320), loading, two-handed
Firebird launcher
600 gp
1d10 fire
1 lb
Ammunition (range 120/500), loading, two-handed

Firearm. These weapons use ammunition. Generally, this ammunition is in the form of both a cartridge of gunpowder and a sling bullet. Ammunition discharged from firearms cannot be recovered.

Bayonet. A bayonet can be attached to the end of a musket as an action. When this is done you count as wielding both weapons simultaneously. This does not affect the use of the musket, however the bayonet loses the finesse and light traits and adds heavy and reach.

Fire flower. When used a fire flower self-ignites and explodes, so it cannot be recovered.

Firebird launcher.  This metal tube is used to launch birds of flame, which are ignited as part of the attack and explode, so they cannot be recovered.



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While I commented in my notes at the outset about how I feel about the interminable lists of firearm types that some people create, a discussion of gunpowder would clearly be incomplete without some acknowledgement of firearms themselves, and certainly more of it than the pistol/rifle entry in the DMG. I've tried to keep the proliferation to a minimum while still giving interesting options. More to the point, compared to most discussions of firearms, I've brutally restrained the proliferation of special rules. One of the bits I'm least comfortable with is the use of both sling bullets and cartridges for ammunition. Partially, because I know sling bullets aren't a true fit but, mostly, for the sake of simplicity where you have to track two different pieces of ammunition. However, a number of things I was working on just felt weird without some sort of acknowledgement of the need for bullets but adding another type of bullet into the lexicon of D&D seemed to go against the general trend of simplification.

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