Guns Don’t Kill People…DnD 4th Edition Players Without Rules For Guns Kill People!
It’s been a while since my last post…I dearly missed all of you.
Here we go. So I’m going to be running the Ravenloft game very soon, and if you know anything about Ravenloft, each domain has a different culture level. A domain that a caveman would call home could (and oftentimes is) right beside a domain that Da Vinci would call home.
The current adventure takes place in the domain of Mordent, a Renaissance-esque domain. So I could just plead ignorance and pretend there were no guns during that time period and give in to the fact that there are no rules for firearms yet in 4th Edition. But there is something to be said for Dunegon Masterisitc integrity…and therefore I came up with, what I believe, to be solid rules for pistols, muskets, and blunderbi (blunderbusses, haha i love the English language).
Let me know what you guys think. I think these are relatively legitimate, but one should never fall in love with their first draft. Tune in next time for “Swing, hit, swing, hit…really?”
Pistol: One-handed Superior Weapon; Proficency: +3; Damage: 1d10; Range: 15/30; Price: 250 gp; Weight: 3 lb.; Group: Firearms; Properties:Load standard, high crit
Musket: Two-handed Superior Weapon; Proficiency: +3; Damage: 2d6; Range: 20/40; Price: 500 gp; Weight: 10 lb.; Group: Firearms; Properties: Load standard, high crit
Blunderbuss: Two-handed Superior Weapon; Proficiency: +3; Damage: 2d6; Range: Close blast 3; Price: 800 gp; Weight: 15 lb.; Group: Firearms; Properties: Load standard
Blunderbuss: The blunderbuss is considered a basic attack, but may not be used in conjunction with powers. When you attack with the blunderbuss, if your attack roll is higher than you Fortitude defense, you are subject to combat advantage until the end of your next turn due to being thrown off balance.
Firearms Note: Unlike other weapons, when buying a magical version of a firearm, you must add the original cost of the firearm to the cost of the magical one. For example, a Thunderburst musket +1 would cost 1340 gp, as opposed to the 840 gp a normal 4th level magic item would cost.
Pisol/Musket Shot: (10); Price: 3 gp; Weight: 2 lb.
Blunderbuss Shot: (10); Price: 10 gp; Weight: 5 lb.
Powderkeg*: (15 lbs. of powder); Price: 250 gp; Weight: 20 lb.
Powderhorn*: (2 lbs. of powder); Price: 35 gp; Weight: 2 lb.
*: A firearm requires one ounce of powder per shot (16 oz. = 1 lb.)