13 June 2014

Renaissance Firearms Revised

My previous rules modifications for Renaissance firearms are, in hindsight, unnecessarily complicated, so here is a revision.

All handheld firearms cause 2d6 points of damage.

Firearms with rifled barrels have the same range bonuses and penalties as other missile weapons in Basic/Expert D&D and Labyrinth Lord: +1 at short range, 0 at medium range, -1 at long range.

Firearms with unrifled barrels have the following range penalties: -1 at short range, -2 at medium range, -4 at long range.

Blunderbusses are an exception in both damage potential and range penalties. Their damage is 3d6 at short range, 2d6 at medium range, and 1d6 at long range. Their range penalties are 0 at short range, -4 at medium range, -8 at long range.

For the purposes of my game, all firearms requiring two hands will have the same effective range as a crossbow, and all pistols will have the same effective range as a sling.

Reloading requires 8 rounds (6 for fighters), modified by one's dexterity bonus or penalty.

Weapon costs and chances of misfiring are as stated in Lamentations of the Flame Princess.

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