Implementing Guns in DnD
Okay, I'm pretty sure that I'm not the only one who asked about guns in a fantasy world where they usually don't exist... okay I know that I am not. However I have a specific niche about it which is why I've come here instead of just doing a google search for house-ruled versions of this.
The setting that I'm using is of a higher tech level than normal DnD settings (and no I don't mean it's steam punk). It's really more like a mix/in-between of the Renaissance Era and the Industrial Era in terms of technology level. More traditional DnD weapons are widely used, however guns, cannons, and other gunpowder using weapons exist. The reasons for them not replacing other weapons is that factories don't really exist so they are all hand crafted and take time to make and rifling hasn't been invented, and thus firearms aren't too strong nor very accurate making less technologically advanced weapons more appealing to use.
So far I've been just handwaving to my players that since such weapons are not easily attainable since not many of them are made, but I know that it's going to get to the point where someone is going to want one. So I've been thinking on it and I've wanted to know how I should handle them in my games. However since I'm not very good with making balanced things from scratch, I would like some aid in trying to make the rules for them.
I already know to keep a few things in mind. That they have to be:
Since bullets are really nothing more than the kinds of pellets one would use for slings, the ammo won't be a problem, however keeping track of things like gun powder is. I'm also not sure how I should make the weapons' properties, such as damage, range, weight, etc.
I'm specifically interested in how to make pistols and muskets. I was thinking that pistols could be used very well in close range without provoking opportunity attacks when fired due to them being small and perhaps even easier to maneuver than swords or maces, but at the cost of being not as strong as muskets and that loading them still provokes opportunity attacks so they can't be repeatedly fired without risk. While muskets are like normal ranged weapons but pack more of a punch than any other one but are more difficult to reload than any other weapon either and are very inaccurate against targets that are well within normal range for other ranged weapons.
Any help and suggestions are greatly appreciated.
The setting that I'm using is of a higher tech level than normal DnD settings (and no I don't mean it's steam punk). It's really more like a mix/in-between of the Renaissance Era and the Industrial Era in terms of technology level. More traditional DnD weapons are widely used, however guns, cannons, and other gunpowder using weapons exist. The reasons for them not replacing other weapons is that factories don't really exist so they are all hand crafted and take time to make and rifling hasn't been invented, and thus firearms aren't too strong nor very accurate making less technologically advanced weapons more appealing to use.
So far I've been just handwaving to my players that since such weapons are not easily attainable since not many of them are made, but I know that it's going to get to the point where someone is going to want one. So I've been thinking on it and I've wanted to know how I should handle them in my games. However since I'm not very good with making balanced things from scratch, I would like some aid in trying to make the rules for them.
I already know to keep a few things in mind. That they have to be:
- Strong, but inaccurate
- Expensive to obtain and maintain
- And impractical to use in most situations
Since bullets are really nothing more than the kinds of pellets one would use for slings, the ammo won't be a problem, however keeping track of things like gun powder is. I'm also not sure how I should make the weapons' properties, such as damage, range, weight, etc.
I'm specifically interested in how to make pistols and muskets. I was thinking that pistols could be used very well in close range without provoking opportunity attacks when fired due to them being small and perhaps even easier to maneuver than swords or maces, but at the cost of being not as strong as muskets and that loading them still provokes opportunity attacks so they can't be repeatedly fired without risk. While muskets are like normal ranged weapons but pack more of a punch than any other one but are more difficult to reload than any other weapon either and are very inaccurate against targets that are well within normal range for other ranged weapons.
Any help and suggestions are greatly appreciated.