Mike McArtor
Contributor
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While I have always been a supporter of Gunpowder weapons in D&D
and I love that Paizo found a way to include them in in the Campaign setting with a logical reason for them.
They for got one little thing.
Q: whats the cost of ammo and how much does it weigh.
For the cost, look on page 211 under the "Ammunition" heading. For the weight, just assume they have no appreciable weight. Or use the weight amount for sling stones, which I don't remember off the top of my head.
| drashal |
drashal wrote:For the cost, look on page 211 under the "Ammunition" heading. For the weight, just assume they have no appreciable weight. Or use the weight amount for sling stones, which I don't remember off the top of my head.While I have always been a supporter of Gunpowder weapons in D&D
and I love that Paizo found a way to include them in in the Campaign setting with a logical reason for them.
They for got one little thing.
Q: whats the cost of ammo and how much does it weigh.
Thanks I completly missed that , I was looking for a table not text
my fault for not looking harder.
kessukoofah
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I like to use them sparingly, and usually only if a player wants to include it in their character theme. one of my players came up with a varient paladin that ended up being a Cowboy, so he asked for a six-shooter. in all fairness, i can live with that (family heirloom). but i don't want gun shops and every third monster to be carrying ammo (he has to craft his own. took the feats and everything).
Though as part of the fluff of the campaign, all the fortune telling and prophecies of the future tell of a coming war where basically the forces of mechanis march using guns whose bullets penetrate magic and armor.
I just think that once i start allowing gunpowder liberally, all kinds of other things become okay. basically every invention between medieval england and the civil war. and i know the time scale is off a bit, but that's the range me and my players came up with.
Crimson Jester
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Since this thread just started I though I would ask, do people like gunpowered weapons in their fantsy campaigns?
Depends on the setting.
Standard typical Fantasy fair............ The the answer is no.
But give me something more then the basics and well yeah...... Something resembling the Musketeers, Zorro, Scarlet Pumpernel,Pirate settings then it not only fits it works out great. I love seeing the Wizard out of spells and he whips out his rifle and starts shooting.
I have thought about using parts of Golarion and setting up a Gunslingers type of scenario. I love the mixture of the old west and fantasy. though I have to say only if done correctly. Elves as Indian Parallels does not work for me.
I think it is pretty much like Psionics in the right settings, John Carter from Mars, then it not only fits it makes sense.
Mike McArtor
Contributor
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Mike McArtor wrote:Or use the weight amount for sling stones, which I don't remember off the top of my head.Half a pound each?
Bullets, sling (10): Weight (5 lb.)
Holy crap! Really? That's lame! No, bullets shouldn't weight that much, and neither should sling stones.
Bullets weigh like 10 to a pound. Maybe even 20.
Thanks I completly missed that , I was looking for a table not text
my fault for not looking harder.
No worries, friend. :)
Since this thread just started I though I would ask, do people like gunpowered weapons in their fantsy campaigns?
Yes.
| Zynete RPG Superstar 2009 Top 8 |
Zynete wrote:Mike McArtor wrote:Or use the weight amount for sling stones, which I don't remember off the top of my head.Half a pound each?
Bullets, sling (10): Weight (5 lb.)
Holy crap! Really? That's lame! No, bullets shouldn't weight that much, and neither should sling stones.
Bullets weigh like 10 to a pound. Maybe even 20.
I just thought the bullets had a lot of stopping power. :)
After my first realization of their listed weight* I just assumed that sling bullets were more fist-sized stones rather than the small rocks I had been imagining before. I haven't even seen a sling bullet so I wouldn't really know what they look like or how much they weigh.
*I was imagining their weight more analogous to arrows, so when I thought to have 100 sling bullets packed up ... and later realized that was apparently going to be as heavy as a suit of full plate I was surprised. :)
mindgamez
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Holy crap! Really? That's lame! No, bullets shouldn't weight that much, and neither should sling stones.
Bullets weigh like 10 to a pound. Maybe even 20.
For reference a 10 gauge shotgun firing ball ammo would be 10 rounds per pound (that is what gauge means, how many rounds of that diameter ammo equal one pound of lead). A 10 gauge is .775" bore or slightly more then 3/4 of an inch. That is coincidentally the bore (.750) of a Brown Bess musket. So that would be about right.
edit: added wikipedia links
Mike McArtor
Contributor
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Mike McArtor wrote:Holy crap! Really? That's lame! No, bullets shouldn't weight that much, and neither should sling stones.
Bullets weigh like 10 to a pound. Maybe even 20.
For reference a 10 gauge shotgun firing ball ammo would be 10 rounds per pound (that is what gauge means, how many rounds of that diameter ammo equal one pound of lead). A 10 gauge is .775" bore or slightly more then 3/4 of an inch. That is coincidentally the bore (.750) of a Brown Bess musket. So that would be about right.
edit: added wikipedia links
Beautiful. ^_^
yellowdingo
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drashal wrote:For the cost, look on page 211 under the "Ammunition" heading. For the weight, just assume they have no appreciable weight. Or use the weight amount for sling stones, which I don't remember off the top of my head.While I have always been a supporter of Gunpowder weapons in D&D
and I love that Paizo found a way to include them in in the Campaign setting with a logical reason for them.
They for got one little thing.
Q: whats the cost of ammo and how much does it weigh.
I cannot believe they went with Gunpowder when Druid SteamKolben were a game engine option.
| Zynete RPG Superstar 2009 Top 8 |
mindgamez wrote:Beautiful. ^_^Mike McArtor wrote:Holy crap! Really? That's lame! No, bullets shouldn't weight that much, and neither should sling stones.
Bullets weigh like 10 to a pound. Maybe even 20.
For reference a 10 gauge shotgun firing ball ammo would be 10 rounds per pound (that is what gauge means, how many rounds of that diameter ammo equal one pound of lead). A 10 gauge is .775" bore or slightly more then 3/4 of an inch. That is coincidentally the bore (.750) of a Brown Bess musket. So that would be about right.
edit: added wikipedia links
So my first thought was what would a gun that fires 1/2 pound ammo (2 gauge?) look like... :)
Montalve
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So my first thought was what would a gun that fires 1/2 pound ammo (2 gauge?) look like... :)
i think so... whoa!
and definitively it will do LOTS more damage than 1d10 or 2d10... that is an small cannonalso rememebr in the case of slings they are not small rocks, but hard iron or lead balls to crush heads... a marble is not useful here, not with man made strenght... marbles with firearms would be fine
i do remember somewhere that quantity of weight would be for a bout 100 bullets (marble size, which was the size and forms of bullets in those times)
Mike McArtor
Contributor
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I also have a question about small characters and the guns. I noticed a few of the guns apply penalties when wielded by small characters, do they still need to have small sized guns fashioned so that they can use them though?
No. The rules specifically state that guns are guns are guns. They are all the same size (Medium), so the usual penalty for using a mis-sized weapon applies to Small characters.
| Dennis da Ogre |
For reference a 10 gauge shotgun firing ball ammo would be 10 rounds per pound (that is what gauge means, how many rounds of that diameter ammo equal one pound of lead). A 10 gauge is .775" bore or slightly more then 3/4 of an inch. That is coincidentally the bore (.750) of a Brown Bess musket. So that would be about right.
Well that is the weight of the actual slug. There is a weight to the charge and wadding as well. With modern guns the whole rig self is pretty self contained and light but older muzzle loaders you had the powder in a separate container. Probably 2 pounds for the powder horn...
I think someone said something about guns being in the PRPG hardcover... or maybe it was the Campaign setting. I'm not sure.
mindgamez
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mindgamez wrote:For reference a 10 gauge shotgun firing ball ammo would be 10 rounds per pound (that is what gauge means, how many rounds of that diameter ammo equal one pound of lead). A 10 gauge is .775" bore or slightly more then 3/4 of an inch. That is coincidentally the bore (.750) of a Brown Bess musket. So that would be about right.Well that is the weight of the actual slug. There is a weight to the charge and wadding as well. With modern guns the whole rig self is pretty self contained and light but older muzzle loaders you had the powder in a separate container. Probably 2 pounds for the powder horn...
I think someone said something about guns being in the PRPG hardcover... or maybe it was the Campaign setting. I'm not sure.
The powder needed to fire the .75 brown bess musket was around 75 grains. There are 7000 grains or 93 charges to a pound, a little powder goes a long way. .17 ounces per charge + paper or cloth wadding + 1.6 ounces for the ball and you still end up around 2 ounces per load or paper cartridge. 8 rounds to a pound. Not bad.
Krensky
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Since this thread just started I though I would ask, do people like gunpowered weapons in their fantsy campaigns?
Since my game is an early modern fantasy with some modern elements (technology and culture is cherry picked from a period spanning the late 18th through the very early 20th), guns are a must.
8 rounds a pound sounds doable. The unit of fire for matchlocks was around 12 rounds and for flintlock and percussion cap it was between 18 and 36 depending on time, officers, soldier, and unit.
mindgamez
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Looking at the information in the Campaign Setting I do have a couple of questions.
1) Do the Rifle, Pistol and Scattergun use a different form of ignition than the rest of the weapons? Why do these not suffer the same misfire chance?
2) Assuming I am reading the footnote correctly, the effective range of a Blunderbuss is 40'. 2d6 damage from 0-20', 1d6 for 21-40' and after that there aren't any damage dice left. Same goes for Scattergun. Effective out to 90'?
Kvantum
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Since this thread just started I though I would ask, do people like gunpowered weapons in their fantsy campaigns?
As long as they're specifically designed with the "weird, rare, unreliable, extremely powerful as long as everything works right, and almost as deadly to the wielder when they don't" feel. I might actually add 1 die of damage to each of the firearms in the CS, but otherwise it's just about what I would want out of them.
Mike McArtor
Contributor
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Looking at the information in the Campaign Setting I do have a couple of questions.
And for just that reason I have a copy of the PDF on my work computer. Shhh... don't tell my boss! ;)
1) Do the Rifle, Pistol and Scattergun use a different form of ignition than the rest of the weapons? Why do these not suffer the same misfire chance?
The pistol, revolver, rifle, and scattergun all use a better ignition system than the blunderbuss and musket. The revolver has a higher chance of malfunction because it is the most advanced and intricate (i.e., prone to failure) of the better weapons.
2) Assuming I am reading the footnote correctly, the effective range of a Blunderbuss is 40'. 2d6 damage from 0-20', 1d6 for 21-40' and after that there aren't any damage dice left. Same goes for Scattergun. Effective out to 90'?
Yes, that's right. Beyond that distance they just loose their oomph. Exactingly realistic? Not really. Fun mechanic? Yes. :)
Mike McArtor
Contributor
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LMPjr007 wrote:Since this thread just started I though I would ask, do people like gunpowered weapons in their fantsy campaigns?As long as they're specifically designed with the "weird, rare, unreliable, extremely powerful as long as everything works right, and almost as deadly to the wielder when they don't" feel. I might actually add 1 die of damage to each of the firearms in the CS, but otherwise it's just about what I would want out of them.
I tried to make them more deadly but James vetoed me. In the end, for the sake of game balance I think he made the right choice. For the sake of "woohoo, guns are awesome!" I'm saddened. ;)
evilvolus
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Since this thread just started I though I would ask, do people like gunpowered weapons in their fantsy campaigns?
I played for years in a homebrew campaign where the bad guys had guns. The evil orcish deity taught his people to create them, but instead of gunpowder, they were a liquid fueled weapon running on an explosive liquid made from human bile. Needless to say, the orcs were none too delicate in the way they collected the bile to make new "black" for their guns.
It was awesome, plus it resolved the problem of letting the PCs run around shooting people's heads off.
Kvantum
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Kvantum wrote:I tried to make them more deadly but James vetoed me. In the end, for the sake of game balance I think he made the right choice. For the sake of "woohoo, guns are awesome!" I'm saddened. ;)LMPjr007 wrote:Since this thread just started I though I would ask, do people like gunpowered weapons in their fantsy campaigns?As long as they're specifically designed with the "weird, rare, unreliable, extremely powerful as long as everything works right, and almost as deadly to the wielder when they don't" feel. I might actually add 1 die of damage to each of the firearms in the CS, but otherwise it's just about what I would want out of them.
I wouldn't call 3d6 or 2d8 totally unbalanced. I might feel better if "Firearms Proficiency" was a feat with a BAB pre-req of +2 or +3, though.
Krome
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I absolutely love guns in fantasy games. In my own game guns were designed by gnomes and are exclusively manufactured (all masterwork) by dwarves. It is a very secret technology.
The gun itself can be replicated, but the alchemical process for the powder is the real secret. Two alchemicals that when combined explode to discharge the bullet.
BTW one cartridge for a 50 BMG weighs about .2 of a lb.
mindgamez
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mindgamez wrote:Looking at the information in the Campaign Setting I do have a couple of questions.And for just that reason I have a copy of the PDF on my work computer. Shhh... don't tell my boss! ;)
mindgamez wrote:1) Do the Rifle, Pistol and Scattergun use a different form of ignition than the rest of the weapons? Why do these not suffer the same misfire chance?The pistol, revolver, rifle, and scattergun all use a better ignition system than the blunderbuss and musket. The revolver has a higher chance of malfunction because it is the most advanced and intricate (i.e., prone to failure) of the better weapons.
mindgamez wrote:2) Assuming I am reading the footnote correctly, the effective range of a Blunderbuss is 40'. 2d6 damage from 0-20', 1d6 for 21-40' and after that there aren't any damage dice left. Same goes for Scattergun. Effective out to 90'?Yes, that's right. Beyond that distance they just loose their oomph. Exactingly realistic? Not really. Fun mechanic? Yes. :)
I was actually worried the RI were too high.
Still think the pistol may be.Lets see 47g=.489cal, effective out to 200yards, and yet...
Pistol: The single-shot, rifled-bore pistol is relatively easy
to conceal. You gain a +2 bonus on Sleight of Hand checks
made to conceal a pistol.
Really? To reach out 200 yards with a large bore pistol like that you need a big gun like this. Seriously where is Merisiel going to hide that?
yellowdingo
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rearely, but i would love a character similar to Salomon Kane, Cutlass in one hand, thunderstick, imean pistol, in the other...
used fairly its fine, also remember you talkke lots more time to charge a musket or a pistol thna a crossbow
pst! How about a Druid with light Scimitar in one hand and Steamgun in the other?
email me: reddeerrun@hotmail.com
the word is: steamkolben
Mike McArtor
Contributor
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I was actually worried the RI were too high.
Still think the pistol may be.
Lets see 47g=.489cal, effective out to 200yards, and yet...The PCG wrote:Really? To reach out 200 yards with a large bore pistol like that you need a big gun like this. Seriously where is Merisiel going to hide that?Pistol: The single-shot, rifled-bore pistol is relatively easy
to conceal. You gain a +2 bonus on Sleight of Hand checks
made to conceal a pistol.
Keep your real-world maths out of my fantasy! ^_^
But yes, as I said, I think the pistol is probably the best firearm in the book. lol
Thammuz
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My Pathfinder playtest campaign is a "Steampunk" fantasy setting (at my wife's suggestion, and the party's excitement over it); I've been using the firearm stats from "Horizons-Spellslinger", and keeping gunpowder as an alchemical item.
I've liked some minor use of firearms in other campaigns, and really enjoyed the treatment of them in Golarion (I think Alkenstar was the first section I had read about when the book arrived yesterday). For those that don't like much technology in their fantasy, the tremendous cost of the firearms provides a strong way to balance that out (even in Spellslinger, it's very expensive for lower-levelled characters). Those in my group with firearms took the appropriate Craft skills to be more self-reliant on the matter.
One thing that I have a question on: has anyone used any of the variant rules to signify the dangers of firearms? I'm currently treating them as high-damaging crossbows, but "Spellslinger" has as a rule to utilize firearms as ranged touch-attacks (to signify why armour doesn't protect well), and I see that Pathfinder has a "wild dice" concept for damage (where you reroll max damage dice). Crossbows can pack quite a punch as well (they're illegal to hunt with b/c they'll fly straight through a deer), so is there anyone who has treated firearms as "special" with respects to combat?
Marc Radle
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Just as an aside ... I've never liked guns in D&D. Pretty much hate the idea in fact.
Are these rules etc pretty easy to remove if I don't want 'em? In other words (I don't have the book yet or I would just read it myself) are guns just in one corner of the world and easily removed without altering anything else or would removing the guns cause other plot hooks, flavor etc to be invalidated?
Thanks!
Thammuz
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Firearms in Golarion are from a Duchy that exists in a magical void ... they are extremely expensive (4-digit pricing)and rare (they apparently only forge 1 firearm a day, most of which stays within the Duchy's military), so it will be a minor speed-bump to ignore them completely, much like anyone not wanting to include psionics (as the small section on psionics is easy to overlook also).