CONTEXT
I was interested in this thread because firearms serve as a plot device in my campaign (for more details) and my group is transitioning to Second Edition. Here are the guiding principles that I followed when trying to implement firearms myself (feedback is welcome):
- I only need 2-3 types of guns, so I’m not concerned about advanced firearms.
- I’m not designing these firearms with gunslinger feats in mind.
- I think weapon category (i.e. simple, martial, or advanced) and rarity depends on your campaign setting.
- I’m assuming alchemical cartridges are used for reasonable reload times.
- I know misfires are a point of contention, but I personally enjoy the trade-off between extra damage and reliability. The increased availability of hero points allows them to be used to prevent a misfire in critical situations. I’m only ever going to have a misfire on a natural 1. You could make it even less likely by adding a subsequent flat check.
- Technically, weapons with the Broken condition cannot be used for its normal function, but you can instead allow additional attacks with the obvious risk that another misfire would destroy the firearm.
- Most ideas presented here are from this thread and based on feedback I got on Reddit.
- I found a 2E publication that described a blunderbuss.
IDEAS
I’m deriving these designs from crossbows with the following benefits (+) and drawbacks (–):
(+) Increase damage dice by one step (except for musket, which instead just doesn’t lose as much range).
(–) Reduce range significantly and double range increment penalty unless master proficiency (Spread trait).
(+) Increase damage on critical hits (Fatal trait).
(–) Increase multiple attack penalty due to kickback unless you’re strong enough or fire a pistol in two hands (Recoil trait).
(+) Add half-Dexterity to damage or full dexterity if master proficiency (Burrowing trait, similar to Propulsive).
(–) Early firearms can break on a natural 1 (Unstable trait).
RANGED WEAPONS
Pistol (based on Hand Crossbow)
Damage: 1d8 P
Range: 20 ft
Reload: 1
Bulk: L
Hands: 1
Traits: Fatal 1d10, Burrowing, Recoil 2, Unstable, Spread
Blunderbuss (based on Heavy Crossbow)
Damage: 1d12 P
Range: 20 ft
Reload: 2
Bulk: 1
Hands: 2
Traits: Fatal 1d12, Burrowing, Recoil 3, Unstable, Spread
Musket (based on Heavy Crossbow)
Damage: 1d10 P
Range: 60 ft
Reload: 2
Bulk: 2
Hands: 2
Traits: Fatal 1d12, Burrowing, Recoil 3, Unstable, Spread
WEAPON TRAITS
Burrowing: A burrowing ranged weapon is capable of penetrating armor and cause extra damage, especially if you can aim for weak spots or vital areas. You add half your Dexterity modifier (if positive) to damage rolls or your full modifier if your proficiency rank with this weapon is master or higher. If you have a negative Dexterity modifier, you always add your full Dexterity modifier.
Recoil: The weapon has a kickback that throws you off for subsequent attacks. The multiple attack penalty you take on the attack immediately following a Strike with this weapon is increased by 1. This penalty is negated if you have a positive Strength modifier that is equal to or greater than the listed number or if you Strike with a one-handed weapon in two hands.
Unstable: The weapon is prone to breaking due to its fragile construction. If you roll a natural 1 on an attack roll with this weapon, the weapon gains the Broken condition and its HP is reduced to its Broken Threshold.
Spread: The weapon's accuracy is limited at longer ranges unless you are highly trained. You double any penalty for attacking beyond the weapon's range increment, and attacks beyond the third range increment are impossible. You can ignore these drawbacks if your proficiency rank with this weapon is master or higher.