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D&D Campaign setting help
Alex C:
Guns as ranged attacks are a tricky issue; ROF and the base attack bonus of the characters involved could be a sticky issue though; I'd take a look at what a decently powerful Warlock's vanilla eldritch blast is capable of and work from there.
KvP:
I don't know, you can tell the Warlock is more or less meant to be a campaign villain's class, not a PC's. It's deliriously overpowered. Unlimited once-per-round auto damage, like giving a mage a wand of magic missile with unlimited charges, but with much more damage.
The problem with guns is that they're more or less advanced versions of crossbows, and as any halfway seasoned player will tell you, 99% of the time crossbows fucking suck compared to longbows or even shortbows, which do (marginally) less damage but can be fired multiple times in a single round. If all your guns are muzzle-loaders (and it sounds like that's the case) then they basically are to crossbows what a two-handed sword is to a longsword, plus added risk of critical failure and less accuracy. Adding in revolver tech would significantly change guns for the better, but might also break them.
I'm reminded of the arquebus (or whatever the muskets were called) in 2nd ed. They were mostly used by a spacefaring race of militaristic hippo people (ahh, Spelljammer). Their damage was a flat d10, but they had rolling criticals, meaning that if you rolled 20, you did double damage and kept rolling until you stopped getting 20s. If you were insanely lucky you could get hundreds of damage in on a single shot.
MusicScribbles:
I like the exotic weapon proficiency idea obviously. Also, I imagine it will take a bit of time to reload a weapon? How advanced are you talking here? Are there weapons that hold more than one shot, or is everything a huge derringer? There should be a good amount of feats to go with guns, depending on how advanced you're planning on making them. I would keep a nice range implemented, but if these are going to be anything less developed then a revolver, there should be some kind of subtraction from each dice roll to hit a target because of the extreme innacuracy of the weapons. I'm also a fan of taking a long time to reload the weapon, and regular cleaning, otherwise there is more of a chance of the gun having one of many adverse effects, eg squibfire, misfire, etc.
You as the DM could even note each character's guns and add minuses to them privately depending on the amount of use and time elapsed since their last maintenance check.
Alex C:
--- Quote from: Kid van Pervert on 13 Jan 2008, 15:16 ---I don't know, you can tell the Warlock is more or less meant to be a campaign villain's class, not a PC's. It's deliriously overpowered. Unlimited once-per-round auto damage, like giving a mage a wand of magic missile with unlimited charges, but with much more damage.
--- End quote ---
I've found that's a problem only when a sorceror or some other goofball with a tiny hit die is present and the Warlock starts picking on them. As a GM, I find it kind of hilarious because I've had Clerics sitting there whining about the Warlock's eldritch blasts while quietly ignoring the fact that they're paralyzing everyone, wearing platemail and swinging a mace for ridiculous amounts of damage multiple times around while their pet skeletons carry their luggage for them. If anything, they're really good from levels 1-5, somewhat underpowered relative to other characters in the 5-12 level range and then don't really come back until high levels with PrCs. Which, is about when everyone gets out of hand anyway, and pure casters have been ruling the earth for about 8 levels.
Except for fighters and rangers of course, the poor bastards.
Narr:
One of the best characters I've ever made was a rogue/cleric of all things. He was mostly rogue with some cleric levels tacked in later mostly to help will saves! The ridiculous saving throws of my character + improved evasion + slippery mind made enemy casters a total joke.
Anyway, Warlocks are overpowered. I don't see how anyone could claim otherwise. After I got Ammon Jerro in NWN2, he was responsible for the vast majority of my total damage done, despite the fact my favored soul raped things up to that point. It's basically the ability to cast a powerful nearly unavoidable attack every round with medium base attack bonus and the ability to wear light armors with no penalties. Take the right eldritch blast feats and you can cast what's essentially a fireball every single round, which is completely absurd, especially if the DM is one that likes to spot your party in situations where resting isn't really viable. When were they even introduced on paper, by the way? I was unaware of them as a class until I saw them pop up in NWN2.
ANYWAY ABOUT GUNS:
Even with the "drawbacks" to guns as you've made them, a character with high base attack bonus and a lot of dexterity would be next to unstoppable given enough ammo. Make everything single-shot sort of like crossbows, and make reloading a move-equivalent action (again like crossbows).
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