
![]() |

For the purposes of someone not having to pay for every bullet they ever use, is it possible to load things other then regular bullets (like sling bullets) into a gun?
maybe even with less damage and no armor penetration
Sling bullets are the size of hen's eggs or bigger (because Ek = 1/2mv^2), so they won't fit in the barrel. You might be able to load a flintlock with a reasonably hard pebble, at great penalty to its accuracy and misfire chance.

Dragonsong |

good point, just trying to find ways to overcome shooting 10gp a shot
based on the densities of the materials:
http://www.coolmagnetman.com/magconda.htm
Densities of materials
metal g/cm^3 lb/in^3 lb/ft^3 lb/gal
water 1.00 0.036 62 8.35
aluminum 2.70 0.098 169 22.53
zinc 7.13 0.258 445 59.50
iron 7.87 0.284 491 65.68
copper 8.96 0.324 559 74.78
silver 10.49 0.379 655 87.54
lead 11.36 0.410 709 94.80
mercury 13.55 0.490 846 113.08
gold 19.32 0.698 1206 161.23
Tangent: Using this chart Mithril would be somewhere in the Aluminum range as steel alloys are a little less dense than pig iron.
a half pound iron sling bullet has a volume of 1.761 in3.
a half pound lead firearm bullet(i know its really large compared to what modern firearms use, but I haven't seen any developer based numbers for weight of gun bullets If I missed it, I will gladly correct)has a volume of 1.220 in3
diameter of a sphere = 2*[cube root of 3V/4pi]
using this website http://www.calculatorfreeonline.com/calculators/geometry-solids/sphere.php
sling bullet diameter~ 1.50 inches
gun bullet diameter~ 1.23 inches
A quarter inch diameter difference is pretty big
Hope that some sort of blunderbuss that people packed all sorts of random stuff into is introduced.

Dirlaise |

I don't get the reference sorry. but other than the dramatic difference in melting points between the two metals making iron smelting problematic on the go I guess so.
It's about pricing rules. One can melt an iron pot in order to get a larger return in iron ingots based on the price of iron. Likewise, one can cut a ladder into its component rods and get a similarly bloated return.

![]() |

I don't get the reference sorry. but other than the dramatic difference in melting points between the two metals making iron smelting problematic on the go I guess so.
In the beta rules, a 10 lb. iron post was sold for 5 sp. The price for one pound of iron was 1 sp.
A 10 foot ladder used to cost less than two 10 foot poles.And if an alchemist can create complicated extracts and bombs on the got, it's certainly possible to melt lead on the go.
Considering, that 10 lead sling bullets cost 1 sp while one firearm lead bullet costs 1 gp, that's quite a bit of arbitrage.

Dragonsong |

Dragonsong wrote:I don't get the reference sorry. but other than the dramatic difference in melting points between the two metals making iron smelting problematic on the go I guess so.It's about pricing rules. One can melt an iron pot in order to get a larger return in iron ingots based on the price of iron. Likewise, one can cut a ladder into its component rods and get a similarly bloated return.
Ahhh gotcha. I love learning new stuff.

Pendagast |

in the real world it is much more expensive to buy your own ammo, than it is to cast your own (even today)
sooo this could easily be fixed by writing a mechanic into the gunslinger (a skill/class ability) allowing you to cast your own bullets.
This would still leave the cost of the bullet to the common man quite pricey, which i like the idea of.
Still an issue with gunpowder tho, gunpowder is the realm of alchemists, and what we have here is a fighter.
I suppose you could do something with the craft alchemy skill, give it to the gunslinger as a class skill, and give a bonus to making gun powder with it by class levels (1/2 for gun powder only)
This would effectively half the cost of shooting for the gunslinger only (5gold per shot as opposed to 11gold per shot) which i like also.
For the record i like any mechanic that will make the gun available to everyone but much more attractive/viable in the hands of a gunslinger, which automatically explains a gun's existence, but rarity.

Echo Vining |

sooo this could easily be fixed by writing a mechanic into the gunslinger (a skill/class ability) allowing you to cast your own bullets.
This would still leave the cost of the bullet to the common man quite pricey, which i like the idea of.Still an issue with gunpowder tho, gunpowder is the realm of alchemists, and what we have here is a fighter.
I suppose you could do something with the craft alchemy skill, give it to the gunslinger as a class skill, and give a bonus to making gun powder with it by class levels (1/2 for gun powder only)
This would effectively half the cost of shooting for the gunslinger only (5gold per shot as opposed to 11gold per shot) which i like also.
This is an issue I've been thinking about since I got the playtest. The gunslinger, as written, seems to be designed to shoot his gun all day. At 11 gp a shot this is prohibitively expensive. However, I'm okay with the idea that, say, a rogue with a pistol has to overcome this cost somehow. Basically, non-gunslingers can use guns but not exclusively.
My consideration is that gunslingers have a special class ability (possibly based on, say, Craft (Gunsmithing)) that lets them get bullets and powder at a reasonable rate. At the moment I'm thinking something like a Craft check to make a certain number of bullets and shot each day for free, and the rest they'd have to buy normally. This kind of mimics spellcasters, who can cast X 1st level spells per day and have to get any more they want out of wands and scrolls.