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Forum Home > Homebrew/Rules Discussion > Proposed rules for adding Fable 2/.3 weapons into the campaign

Paladin
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Posts: 507

This addresses firearms only.


Fable 2 introduced 4 styles of firearms.  Flintlocks are the basic style of guns.  Single shot, slow reload.  Rotary are heavy weapons with a gattling concept incorprated.  These can fire up to 6 shots before being reloaded.  Clockwork weapons have a quick relaod.  These are close to modern firearms in terms of speed of fire and relaod.  Busses (arquebus, blunderbus) resemble shotguns with massive damage at close range, and damage falling off after that.  Here are my proposed rules, taking into account my first attempt at costs.


As a final note, I'd recommend to not allow modification of these weapons to increase firepower, rate of fire, rate of relaod, etc.


These firearms are exotic weapons, however, the pistols all share a single proficiency, as do the rifles,   More modern campaigns can shift these to Martial or Simple weapons, depending on availability.


Flintlock Pistol 550gp 2d4 damage 18-20/x2 Piercing 15' Range Light Weapon 4 lbs

Turret Pistol 750gp 2d4 damage 18-20/x2 Piercing 15' Range Medium Weapon 8 lbs

Clockwork Pistol 2350gp 2d4 damage 18-20/x2 Piercing 15' Range Light Weapon 5 lbs

Pistol Rounds 2gp 5 per lb


Do not add precision damage to these weapons' attacks. These weapons cannot be keened or improved with Improved Critical.  For most firearms, a natural 1 (or critical fumble) results in a jam.  Roll 1d6:  A result of 1-4 is a simple jam, which takes 1 standard action to clear.  a 5 or a 6 results in a complex jam, which takes 2 full-round actions to clear.

These weapons are automatically considered masterwork quality (which is reflected in the price).

Flintlock Pistol:  This is a single shot weapon.  It is highly reliable.  A critical fumble never results in a complex jam.  Reloading is a standard action.  Rapid reload changes this to a move action. 


Turret Pistol:  This pistol has 5 rotating barrels, each of which has a single round loaded in it.  This weapon may be fired up to the maximum number of attacks that a character has per round, so long as the weapon has ammunition.  In a situation where a character has more attacks per round than rounds in the gun, he may fire until the weapon is empty as a full round action.  Reloading 3 or fewer rounds is a standard action.  Reloading more than this is a full round action.  Rapid reload affects these reload rates, making them a move action, or a standard action, respectively.


Clockwork Pistol:  this pistol loads from a cartidged magazine of 6 rounds.  Reloading the magazin is a standard action, or a move action with rapid reload.


Flintlock Rifle   1000gp 2d6 damage 19-20/x3 Piercing 70' Range 2 Hand Weapon 10 lbs

 

Turret Rifle 2000gp 2d6 damage 19-20/x3 Piercing 70' Range 2 Hand Weapon 16 lbs

 

Clockwork Rifle 5000gp 2d6 damage 19-20/x3 Piercing 70' Range 2 Hand Weapon 12 lbs

 

Rifle Rounds 3gp 4 per lb

 

 


Flintlock Rifle:  As flintlock pistol.


Turret Rile:  As turret pistol, but with a 5 round capacity.


Clockwork Rifle:  As clockwork pistol, but with 4 round capacity.


Blunderbus 1500gp 6d6* Damage 20/x4 Piercing/fire** 10' range*** 2 Hand Weapon 20lbs.

Blunderbus Ammo 6gp 1/2 lb


A blunderbus is a spread attack weapon.  It attacks 3 adjacent squares, and continues line of effect until its attack resolves or its damage drops to zero.  For every range increment past the first, decrease the damage the blunderbus does by 2d6.  (So 6d6 to 10', 4d6 to 20', and 2d6 to 30').  (diagram to be uploaded later).  Half of the damage that the blunderbus does is fire damage.  Reloading the blunderbus is a full-round action.  Rapid reload can lower this to a standard action.  If a 1 is rolled on the attack rolls, continue to resolve the attack normally, and roll for a jam.  1-4 indicates a complex jam, while 5-6 indicates weapon detonation, which deals 4d6 fire/piercing damage to the wielder's square(s), and 2d6 damage to every adjacent square.


Here is round 1 of the notion.  Pleased make corrects and adjustments. :D

January 30, 2012 at 1:19 PM Flag Quote & Reply

Severantos
Site Owner
Posts: 463

For what do you propose the use of these weapons? In what campaigns? The DMG already has stats and rules for a few firearms, so are you using these specific weapons in one of your campaigns?


My other question is why the huge critical threat (it kinda makes sense, but only kind of), and why no improved critical? I can understand with keen, as i believe that keen requires a slashing weapon, but improved critical is training with said weapon to make vital hits more feasable. It doesnt seem to make sense to remove a feat from a weapon catagory(firearms), as there is no other weapon to my knowledge that improved critical cant be applied to.


Also, the lack of precision damage is concerning. I am assuming that it is because of the weapons innate lack of accuracy. This does make some ammount of sense, although does not fit in my mind. We have a range on the weapons already, which imply the range at which you can accuratly hit a target. Precision damage (most at least) requires you to be within 30' to get the bonus damage anyways, which is really close. Coupled with the weapons 15' range (on pistols), This seems to be unnessisary. If the weapon is accurate out to 15 feet, why cant it have precision damage?

--

...imaninja...

January 31, 2012 at 5:34 PM Flag Quote & Reply

Paladin
Administrator
Posts: 507

All good points, Sev.  I'm putting this out as a way to give firearms more accessability, and also b/c I really like the three varients of weapon from the fable series.


What do you think should be the crit range, and should Imp crit be allowed, in your opinion?


As for precision damage, I'm ok with putting it back in for all but the blunderbus.  Thoughts?

February 1, 2012 at 4:06 PM Flag Quote & Reply

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