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The Previous thread looked at:
1. Steam Guns Usable by Druids.
2. The Prospect of a Miniature that carries a "GUN" which ammounts to little more than A Device which Allow a "Wizard" to fire two Wand simultanuously.
3. Guns oddly wont be included in the Pathfinder Rules but may be in the Setting at a Later Date.
So what Next? A Scifi presence was hinted at in the Pathfinder Setting but will this be BLACKLORE Technology -highly advanced magic items almost identical to advanced technology - Frost Ray Rifles, Flare Grenades/Pistols, and Wormhole Weapons(Gate Grenades); or Something along the Lines of OARD Technology with Deathray Gloves, Microgrenades(Fireball Gems), and Blaster Tubes?

KaeYoss |

Technology that's advanced enough is indistinguishable from magic. So we can just use rules for magic items. After all, technology that can still be distinguished from magic is not advanced enough. I don't want backwater stuff! ;-)
I think the chances for seeing that sort of thing in the PF RPG book are slim to none.
I also think that they will eventually appear, either in a rules supplement or in some module.

Weylin Stormcrowe 798 |

"BLACKLORE Technology -highly advanced magic items almost identical to advanced technology" seems a bit redundant to me. Any magical item is essentially on par with technological device. It doesnt take highly advanced magic to do that. A wizard who makes a basic wand has just done it and created the equivalent of a disposable firearm. The magic item proliferation is probably a large part of why despite often millenium of civilization (often involving extremely long lived races such as elves) most campaign settings are still in the middle medieval era for most technology. Technological advencement is driven by necessity. No incentive to develop technical advances when you already have access to magic that does the same thing. I think Eberron setting displayed this very well...the lightning rail, skyships, various ground vehicles, warforged and their variants, the timed street lights i the larger cities are all magical developments not technological at all.
-Weylin Stormcrowe

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"BLACKLORE Technology -highly advanced magic items almost identical to advanced technology" seems a bit redundant to me. Any magical item is essentially on par with technological device. It doesnt take highly advanced magic to do that. A wizard who makes a basic wand has just done it and created the equivalent of a disposable firearm. The magic item proliferation is probably a large part of why despite often millenium of civilization (often involving extremely long lived races such as elves) most campaign settings are still in the middle medieval era for most technology. Technological advencement is driven by necessity. No incentive to develop technical advances when you already have access to magic that does the same thing. I think Eberron setting displayed this very well...the lightning rail, skyships, various ground vehicles, warforged and their variants, the timed street lights i the larger cities are all magical developments not technological at all.
-Weylin Stormcrowe
So a "Rayoffrost" rifle with an enchanted 50 Shard Powercrystal (making it a Wonderous item As opposed to a wand), lenses of damage enhancement and range doubling, and a QuickenStock allowing six shots per round on a single fixed target enchanted by a 14th level wizard doesnt look like a raygun?

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yellowdingo wrote:3. Guns oddly wont be included in the Pathfinder Rules but may be in the Setting at a Later Date.If by "a later date" you mean this August, then yes.
Pokes suspicious package with stick..."What sort of Guns?"
Are we talking Steampistols for druids (if not give me your email and me send picture of My Druid's steam pistol); Gunpowder, Blacklore Magic items, or OARD Laser Cannons?

Blackdragon |

I ran Savage Tide with guns in it and it worked just fine. I used the rules that Dragon put out (Can't remember the issue of the top of my head). I even allowed cannons for ship to ship battles. I made it all Gnomish Tech. (And 4E says they don't need Gnomes.)When compared to higher level magic, it wasn't a big deal.

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Are we talking Steampistols for druids (if not give me your email and me send picture of My Druid's steam pistol); Gunpowder, Blacklore Magic items, or OARD Laser Cannons?
Gunpowder, although "steam pistol" sounds pretty kewl. :)
If you want to drop me an email, feel free; my address is on this very website. :) Be forewarned, though: I am notoriously slow at responding to emails. :)

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One concept I was toying around is alchemical replacement for Black powder or a alchemical/black powder combination.
For a time there was a gun cotton replacement for black powder. (I don't have my sources at the moment but here is what I was considering.
He is a somewhat in character take on how I would approach guns.
The Gnomes have created a "Gunclay" Its an alchemical mixture that includes some black powder and a fast burning material that expands quickly when exposed to fire, but has a low chance of explosion when not compressed. It burns evenly and cleanly so the chance of hang fire and dirtying the gun barrel decreases compared to just standard black powder. It's cost scales with its convenience, and that prevents is use by rank and file army members, but not out of officers, petty nobles or adventurers.
Its not uncommon for adventurers to make "preloads" of payload. The ball is placed with against a rounded piece of clay as it is sticky enough to adhere to it, but not so strong as to call it a permanent bond. (The clay should be less than the with of the barrel just like the bullet.) A person loading the gun then can prepare a number of shots ahead of time, simply place the preload into the barrel and ram both materials at the same time with the ramrod. When performed correctly a small amount of gun clay will be exposed to the firing hole making the spark have a shorter distance to travel if using flint.
Some magic item makers have gone so far as to accommodate rapid use of guns by making magical modifications. Some add access to extra dimensional spaces to allow the gun user to fire off more than one shot before reloading. Of course this means the user would have to be combatant capable of multiple attacks in the first place. Magical ammo is also common in these cases. Most magical modifications that can be applied to crossbows can be applied to guns. It has been rumored, but yet to be proven that their could be a magic gun that requires no ammunition what so ever. This speculation is dismissed by Gnomish gunsmiths as "poppycock" perhaps due to the cause that they would be putting themselves at risk as alchemist.
While many adventures still find value with the relatively quite crossbows, many, many others are finding guns and pistols have some value. In particular Hobgoblins as it suits their brutal and extreme method of combat.
edited for spelling errors. I shouldn't trust spellcheck so much.

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Mike McArtor wrote:FYI Guncotton.Herald wrote:neat stuffI'd forgotten about guncotton. Hmm...
Thanks! :D

Weylin Stormcrowe 798 |

So a "Rayoffrost" rifle with an enchanted 50 Shard Powercrystal (making it a Wonderous item As opposed to a wand), lenses of damage enhancement and range doubling, and a QuickenStock allowing six shots per round on a single fixed target enchanted by a 14th level wizard doesnt look like a raygun?
Mechanics wise they are the same thing. That is my point, dingo. The only difference is purely cosmetic. It doesnt take "highly advanced magic" to be equivalent to technology. Magic is equivalent to technology at any level. Thus as i pointed out, for the time civilzations have been in most campaign settings they are technologically retarded in the extreme. 12000 years of recorded history in Realms for example. And yet smokepowder guns dont come about until Gond manifests during the Time of Troubles and remain obscure weapons at best. Why? Because magical weaponry is superior in that setting. Thunderstone...an alchemical flash-bang grenade in everything but appearance. Same basic effect.
-Weylin Stormcrowe

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The Previous thread looked at:
1. Steam Guns Usable by Druids.
2. The Prospect of a Miniature that carries a "GUN" which ammounts to little more than A Device which Allow a "Wizard" to fire two Wand simultanuously.
3. Guns oddly wont be included in the Pathfinder Rules but may be in the Setting at a Later Date.So what Next? A Scifi presence was hinted at in the Pathfinder Setting but will this be BLACKLORE Technology -highly advanced magic items almost identical to advanced technology - Frost Ray Rifles, Flare Grenades/Pistols, and Wormhole Weapons(Gate Grenades); or Something along the Lines of OARD Technology with Deathray Gloves, Microgrenades(Fireball Gems), and Blaster Tubes?
I'd like the advanced things to look clockpunk or steampunk rather than modern or futuristic sci-fi.
But I have mad love for Barrier Peaks too.

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yellowdingo wrote:So a "Rayoffrost" rifle with an enchanted 50 Shard Powercrystal (making it a Wonderous item As opposed to a wand), lenses of damage enhancement and range doubling, and a QuickenStock allowing six shots per round on a single fixed target enchanted by a 14th level wizard doesnt look like a raygun?Mechanics wise they are the same thing. That is my point, dingo. The only difference is purely cosmetic. It doesnt take "highly advanced magic" to be equivalent to technology. Magic is equivalent to technology at any level. Thus as i pointed out, for the time civilzations have been in most campaign settings they are technologically retarded in the extreme. 12000 years of recorded history in Realms for example. And yet smokepowder guns dont come about until Gond manifests during the Time of Troubles and remain obscure weapons at best. Why? Because magical weaponry is superior in that setting. Thunderstone...an alchemical flash-bang grenade in everything but appearance. Same basic effect.
-Weylin Stormcrowe
It might be better to explain that it can be created using the same game mechanics that you can use for magic items. The fluff/flavor is what is differant.

Weylin Stormcrowe 798 |

It might be better to explain that it can be created using the same game mechanics that you can use for magic items. The fluff/flavor is what is differant.
Herald, my point is not that magical items or high-tech items can be created using the same game mechanics. It is that due to the level of magic in most settings, higher technological devices are not required or for the most part even considered. The bulk of a fantasy settings inhabitants are going to spend time developing magical devices as solutions instead of technological items as solutions. This extends into weaponry. There is no drive to create firearms for most part since there are already a multitude of magical weaponry that is far more effective. Without a reason for not resorting to magic, most cultures in a fantasy world will turn to magic for anything that actual modern humans would turn to technology to accoplish.
Firearms if they developed in a fantasy setting would most likely come from a race or nation with little to no talent for arcane magic (which is more accessible to the population in general than divine magic). In 2nd edition with their being banned from the magic-user class, dwarves would have been the most logical race to develop firearms, but with their gaining wizards of their own this greatly drops. The Iron Kingdoms has setting and mechanics reasons for why firearms were developed there (along with some of the other tech such as steamjacks).
My overall point is that magical capability and technological capability are inversely related in a fantasy setting without a very good reason for there being more technology.
-Weylin Stormcrowe

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Mike McArtor wrote:yellowdingo wrote:3. Guns oddly wont be included in the Pathfinder Rules but may be in the Setting at a Later Date.If by "a later date" you mean this August, then yes.Ooh, ooh, what's coming out this August with guns? :drool:
EDIT: The CS?
Yash! The hardcover will have guns. :)

Stilgar |

Lord Zeb wrote:Yash! The hardcover will have guns. :)Mike McArtor wrote:yellowdingo wrote:3. Guns oddly wont be included in the Pathfinder Rules but may be in the Setting at a Later Date.If by "a later date" you mean this August, then yes.Ooh, ooh, what's coming out this August with guns? :drool:
EDIT: The CS?
Very good! [rubs hands together in anticipation] Me can bash them wogs with 'em.

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Herald wrote:It might be better to explain that it can be created using the same game mechanics that you can use for magic items. The fluff/flavor is what is differant.Herald, my point is not that magical items or high-tech items can be created using the same game mechanics. It is that due to the level of magic in most settings, higher technological devices are not required or for the most part even considered. The bulk of a fantasy settings inhabitants are going to spend time developing magical devices as solutions instead of technological items as solutions. This extends into weaponry. There is no drive to create firearms for most part since there are already a multitude of magical weaponry that is far more effective. Without a reason for not resorting to magic, most cultures in a fantasy world will turn to magic for anything that actual modern humans would turn to technology to accoplish.
Firearms if they developed in a fantasy setting would most likely come from a race or nation with little to no talent for arcane magic (which is more accessible to the population in general than divine magic). In 2nd edition with their being banned from the magic-user class, dwarves would have been the most logical race to develop firearms, but with their gaining wizards of their own this greatly drops. The Iron Kingdoms has setting and mechanics reasons for why firearms were developed there (along with some of the other tech such as steamjacks).
My overall point is that magical capability and technological capability are inversely related in a fantasy setting without a very good reason for there being more technology.
-Weylin Stormcrowe
Let me start out as saying that this just my opinion.
I have never bought into that. Mostly because I want Magic to be only used by the small portion of thee population that can use them... Adventurers and Monsters. Guns buy and large were developed because nobility saw the righting on the wall and the military saw that it was easier to train soldiers in its use rather than the box or crossbow.
Dwarves are really the last class I see developing the gun. For the most part they remain isolated in Mountains with thier clanish traditions. If you use real world analogies, they like other mountain dwellers are prone to adaptation slowly. Dwarves are miners, stone cutters and builders. Everything they building the create is epic and masterful.
A more dynamic race would need to be used. If not Humans, Gnomes make a good choice. While the first "gun" was made by a english priest some time in the middle ages it was the clck makers that made the "lock" devices that turned it into the hand held weapon that we know today. When the nobility started to highly tax the clock makers for thier work and try and reign control on the gun trade, the clock makers simply emigrated.
IMHO, since gnomes have an alchemical background, and a fairy tail background of being tinkers and inventors I place them as being the invetors of guns, but not nessasarily the main user of guns. Dwarven adventurers certainly would use guns and perhaps even come up with thier own takes.(Larger bores, ect)
I also imagine gnomes being the type to do trade between the main races of the PHB.

Cainus |

I ran a campaign where the villains were a vast Gnomish conspiracy that had obtained the secret of gunpowder (through nefarious means) and created guns.
They wore exoskeletons to appear to be human height and wore long black robes to disguise them as they travelled the world bringing their fireworks show to the rich and powerful (the were known as Fire Workers). Their specially trained body guards... Monks with Guns! A monk based PrC the specialized in combining their monk ability with guns, picture flurry of blows that works with firearms!
It was crazy Gun-Fu maddness and the party hated them.
What made the guns special and really effective was that only a select portion of the population had them (bad guys), though the players began using them too.

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How about the suggested presence of Scifi Technology in the Game and campaign setting (I am loath to dig to deep for exposing any spoilers but...)? How is the tech going to be handled? Are we talking Alien deathrays or Blacklore Magic?
Frost Ray Rifle
Requirements:
Caster Level: Sorcerer/Wizard L3
Skills: Craft (carpentry), Craft (gem-cutting)
Feats: Craft Wondrous Item, Enlarge Spell,
Level 3: Basic Frost Rifle (Effect: Frost-ray, Range: 30’, Damage: 1-3, Cost: 1125gp)
Level 3: Range Doubler Lens (Range x2, Cost: +1125gp)
Level 7: Damage Intensifier Lens (Damage x1.5, Cost: +2250gp)
Level 14: Speed Stock (Attack Bonus: 6 free action attacks per round, Cost: 4500gp)

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I have toyed with an alchemical blackpowder pellet as the source for the explosion in guns. It removes all the powder stuff from spilling and is ready to load quickly, allowing reloading times listed in DMG. Real black powder takes much longer to load.
There would be three simple steps before firing. Insert the pellet, and then the ball followed by cocking and inserting the flint for ignition. Then aim and pull the trigger. This can be accomplished in 6 seconds.
But I assume since the adventure or whatever comes out in AUgust the method of powder has already been chosen
BTW in case someone says a pellet can not be used...
http://www.midwayusa.com/esearch.exe/search?search_keywords=blackpowder+pel let&category_selector=all_products&Click+to+Begin+Search.x=0&Cl ick+to+Begin+Search.y=0&Click+to+Begin+Search=Search_Button

Kirth Gersen |

For a spy-heavy campaign I made a "needle gun" magic item that fired slivers of glass, using a gust of wind spell as the motive force.
Magic cost (750 gp x 3rd level spell x 5th caster level = 11,250 gp for 50 shots) + materials costs (10 gp per sliver x 50 shots = 500 gp) + poison costs (400 gp per sliver x 50 shots = 20,000 gp) = over 600 gp per shot, so it couldn't be used frivolously, but it made up for that in "coolness." I think I set the damage at 1d6/x3 plus poison, but you could fire a burst of 5 slivers for 3d6/x3 plus poison, if you didn't mind spending 3,000 gp to make sure you gave someone a dose of fairly minor poison.

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I have toyed with an alchemical blackpowder pellet as the source for the explosion in guns. It removes all the powder stuff from spilling and is ready to load quickly, allowing reloading times listed in DMG. Real black powder takes much longer to load.
There would be three simple steps before firing. Insert the pellet, and then the ball followed by cocking and inserting the flint for ignition. Then aim and pull the trigger. This can be accomplished in 6 seconds.
But I assume since the adventure or whatever comes out in AUgust the method of powder has already been chosen
BTW in case someone says a pellet can not be used...
http://www.midwayusa.com/esearch.exe/search?search_keywords=blackpowder+pel let&category_selector=all_products&Click+to+Begin+Search.x=0&Cl ick+to+Begin+Search.y=0&Click+to+Begin+Search=Search_Button
Thats close to what I had come up with.

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How about the suggested presence of Scifi Technology in the Game and campaign setting (I am loath to dig to deep for exposing any spoilers but...)? How is the tech going to be handled? Are we talking Alien deathrays or Blacklore Magic?
Frost Ray Rifle
Requirements:
Caster Level: Sorcerer/Wizard L3
Skills: Craft (carpentry), Craft (gem-cutting)
Feats: Craft Wondrous Item, Enlarge Spell,Level 3: Basic Frost Rifle (Effect: Frost-ray, Range: 30’, Damage: 1-3, Cost: 1125gp)
Level 3: Range Doubler Lens (Range x2, Cost: +1125gp)
Level 7: Damage Intensifier Lens (Damage x1.5, Cost: +2250gp)
Level 14: Speed Stock (Attack Bonus: 6 free action attacks per round, Cost: 4500gp)
Once can argue that a Magic gun like this is a wand without the class restrictions. I would go so far as to sa that this would be a new form of magic item.
Magic Gun 25 charge max?
I'm not sure i would go so far as to allow for 6 free actions per round. Perhaps allow for full attack intead?

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yellowdingo wrote:How about the suggested presence of Scifi Technology in the Game and campaign setting (I am loath to dig to deep for exposing any spoilers but...)? How is the tech going to be handled? Are we talking Alien deathrays or Blacklore Magic?
Frost Ray Rifle
Requirements:
Caster Level: Sorcerer/Wizard L3
Skills: Craft (carpentry), Craft (gem-cutting)
Feats: Craft Wondrous Item, Enlarge Spell,Level 3: Basic Frost Rifle (Effect: Frost-ray, Range: 30’, Damage: 1-3, Cost: 1125gp)
Level 3: Range Doubler Lens (Range x2, Cost: +1125gp)
Level 7: Damage Intensifier Lens (Damage x1.5, Cost: +2250gp)
Level 14: Speed Stock (Attack Bonus: 6 free action attacks per round, Cost: 4500gp)
Once can argue that a Magic gun like this is a wand without the class restrictions. I would go so far as to sa that this would be a new form of magic item.
Magic Gun 25 charge max?
I'm not sure i would go so far as to allow for 6 free actions per round. Perhaps allow for full attack intead?
Its a Wonderous Magic Item...the difference between a Wand of fireballs and a Wonderous Magic item is the Necklace of Fireball Gems: This Magic item seperates itself from a wand with the separation of individually charges objects. Thus the Weapon Comes with a Charged Crystal Powercore of Individually enchanted Shards...That allows craft Wonderous item at third level of Wizard.
Quicken spell allows a magic item to be used as a free action. 6 Free action attacks in a round...a ROUND: anything you can do in 14 Seconds, you can do in a round. Pull a trigger on the same target six times? yes. Acquire six different targets? No. Thus I restricted it to Six free action attacks on a single target lock per round.
Granted Since reviewing the OARD entries in the old stuff where a Deathray glove allows three shots per round...I might have to review the weapon and cut its free action attacks to three (but allow multiple target combat).
25 charges? Try Fifty.
BLACKLORE FROSTRAYRIFLE 1d3+1/6 attacks single fixed target

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Herald wrote:yellowdingo wrote:How about the suggested presence of Scifi Technology in the Game and campaign setting (I am loath to dig to deep for exposing any spoilers but...)? How is the tech going to be handled? Are we talking Alien deathrays or Blacklore Magic?
Frost Ray Rifle
Requirements:
Caster Level: Sorcerer/Wizard L3
Skills: Craft (carpentry), Craft (gem-cutting)
Feats: Craft Wondrous Item, Enlarge Spell,Level 3: Basic Frost Rifle (Effect: Frost-ray, Range: 30’, Damage: 1-3, Cost: 1125gp)
Level 3: Range Doubler Lens (Range x2, Cost: +1125gp)
Level 7: Damage Intensifier Lens (Damage x1.5, Cost: +2250gp)
Level 14: Speed Stock (Attack Bonus: 6 free action attacks per round, Cost: 4500gp)
Once can argue that a Magic gun like this is a wand without the class restrictions. I would go so far as to sa that this would be a new form of magic item.
Magic Gun 25 charge max?
I'm not sure i would go so far as to allow for 6 free actions per round. Perhaps allow for full attack intead?Its a Wonderous Magic Item...the difference between a Wand of fireballs and a Wonderous Magic item is the Necklace of Fireball Gems: This Magic item seperates itself from a wand with the separation of individually charges objects. Thus the Weapon Comes with a Charged Crystal Powercore of Individually enchanted Shards...That allows craft Wonderous item at third level of Wizard.
Quicken spell allows a magic item to be used as a free action. 6 Free action attacks in a round...a ROUND: anything you can do in 14 Seconds, you can do in a round. Pull a trigger on the same target six times? yes. Acquire six different targets? No. Thus I restricted it to Six free action attacks on a single target lock per round.
Granted Since reviewing the OARD entries in the old stuff where a Deathray glove allows three shots per round...I might have to review the weapon and cut its free action attacks to three (but allow multiple target combat).
25 charges? Try Fifty....
Not 50 I'd never allow for that. You've made the wand worthless.
I'd never allow the 6 free actions attacks. A round is 6 seconds, not 14. Thats one attack per second.

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Are you saying you cant pull a trigger six times (while maintaining a target lock on a single target) in six seconds?
A Free action is the ability to yell for help (time wise): Thats 1 second.
It's a matter of rules balance. A 16th level fighter gets 4 attacks per round. So now he would get 10 attacks (or is it 24) on full attack round.
No I wouldn't let that happen.
And with a semi automatic weapon, yea I could do that. But I don't want semi auto weapons. Just simple guns.

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yellowdingo wrote:Are you saying you cant pull a trigger six times (while maintaining a target lock on a single target) in six seconds?
A Free action is the ability to yell for help (time wise): Thats 1 second.
It's a matter of rules balance. A 16th level fighter gets 4 attacks per round. So now he would get 10 attacks (or is it 24) on full attack round.
No I wouldn't let that happen.
And with a semi automatic weapon, yea I could do that. But I don't want semi auto weapons. Just simple guns.
Yeah but we are talking about a FROST RAY RIFLE (Advanced Magical Weaponry - equivelent of high tech raygun).
Even the Druid's Steam pistol gets a single shot per 2 rounds.

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Herald wrote:yellowdingo wrote:Are you saying you cant pull a trigger six times (while maintaining a target lock on a single target) in six seconds?
A Free action is the ability to yell for help (time wise): Thats 1 second.
It's a matter of rules balance. A 16th level fighter gets 4 attacks per round. So now he would get 10 attacks (or is it 24) on full attack round.
No I wouldn't let that happen.
And with a semi automatic weapon, yea I could do that. But I don't want semi auto weapons. Just simple guns.
Yeah but we are talking about a FROST RAY RIFLE (Advanced Magical Weaponry - equivelent of high tech raygun).
Even the Druid's Steam pistol gets a single shot per 2 rounds.
I single shot every two rounds is harly close to what you have. In his case I would bring it up to one attack per round or at least bring it up to what a crossbow could do.
The weapon (even magic) shouldn't determine now many attacks a character performs, thats a function of class. Attacks are at best abstract and not meant to be a direct one for one translation. If I get behind a target with a knife I can hit it alot more than 6 times.
Your aslo going to see people add that quality to things other than "ray" guns. It would quickly be the only magic weapon used. Better to let the gun be used as many time as a person can make an attack.

Weylin Stormcrowe 798 |

Always see it as a mistake to try to interpret an attack roll in any system, not just D&D, as representing a single attack. It just doesnt work. You'd be rolling dice for quite sometime if you did. Given even a thee second combat round in some systems, a highly trained fighter could empty the clip of a pistol into someone two or three times...even with a revolver. Same applies to melee combat. There are combatants out there who strike so fast that the average person doesnt percieve the attack, just the damage it does to them. So it is best for the attack roll to be at least a slight abstract which limits how many times you roll in a given round.
So I say if firearms are allowed, even magical ones, they should be as limited as any other ranged weapon or magical item. The only exception would be things like wands of magic missiles which really operate more like a magical shotgun than a pistol.
Though as i said before, with wands, rods and staves out there that do the same thing or more than firarms I dont really see them becoming a popular weapon on the fantasy battlefield outside of settings such Iron Kingdoms where firearms are a focul point of the setting.

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I single shot every two rounds is harly close to what you have. In his case I would bring it up to one attack per round or at least bring it up to what a crossbow could do.The weapon (even magic) shouldn't determine now many attacks a character performs, thats a function of class. Attacks are at best abstract and not meant to be a direct one for one translation. If I get behind a target with a knife I can hit it alot more than 6 times.
Your aslo going to see people add that quality to things other than "ray" guns. It would quickly be the only magic weapon used. Better to let the gun be used as many time as a person can make an attack.
I dont know Herald...The distinction between a Wonderous Magic Raygun with six free action attacks per round (or three if we reduce it to the same as the OARD rayglove) and a Druid Steam pistol with 2 rounds to load shot, water, cast heat metal, and pull trigger (and even if magic item - is a 1&1/2 round load and use) is a "technological" difference between flintlock Pistol and Plasma Rifle.

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yellowdingo wrote:Are we talking Steampistols for druids (if not give me your email and me send picture of My Druid's steam pistol); Gunpowder, Blacklore Magic items, or OARD Laser Cannons?Gunpowder, although "steam pistol" sounds pretty kewl. :)
If you want to drop me an email, feel free; my address is on this very website. :) Be forewarned, though: I am notoriously slow at responding to emails. :)
yellowdingo's steam weapons do indeed sound intriguing...

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yellowdingo's steam weapons do indeed sound intriguing...
Well Mike McArtor now has one so be prepared for pain and suffering like you have never experienced it before.
Everyone else: "Whencanwehaveone?Whencanwehaveone?Whencanwehaveone?Whencanwehaveone?Whenca nwehaveone?Whencanwehaveone?Whencanwehaveone?Whencanwehaveone?"
Mike: "Go way!"

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I think the easiest way to design the gun is not to look at the gun, but first look at the role the gun will play.
Do you need a weapon that allows a very large number of attacks in a short amount of time?
Do you want an alternative ranged weapon?
Do you want flavor?
Once you answers these kinds of questions only then can you design the gun.
For me, I want a weapon that is on par with the Heavy crossbow, but with better range and slightly better crit damage. So I will give it 1 shot every 2 rounds due to reload. It is engineered by gnomes and crafted by dwarves for their armies.
This works for my game.
If you want a magical ray weapon with high attacks per round with incredible power I suggest making it a minor artifact, with a limited number of uses, unless you want the party to have access to that kind of power at all times. But that is dependent upon the GM.

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For me, I want a weapon that is on par with the Heavy crossbow, but with better range and slightly better crit damage. So I will give it 1 shot every 2 rounds due to reload. It is engineered by gnomes and crafted by dwarves for their armies.
This works for my game.
"Get away from my trees!" Old Bearded Dwarf waves steam pistol menacingly.
"Damn Peasants logging trees...no respect for nature!" Weapon discharges picking off the guy with the Axe.