| Maluria |
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So I began getting everything ready for a Dieselpunk inspired setting for a series of books I plan on writing sometime after I graduate from High School. For those of you who do not know, Dieselpunk is any setting that is inspired by both world wars and the interwar period between them, where automobiles, tanks, airplanes, and all sorts of vehicles came into popularity since diesel gas became more easily accessible (hence the name "Dieselpunk"). Naturally, this comes with a technology shift, such as what weapons are available now that firearms are extremely commonplace now.
I have been running a game of Pathfinder with some homebrewed rules for my friends, the most comprehensive of which is the new firearms. I have attempted into trying to introduce very advanced firearms without completely abandoning other weapons. The link to the rules are as follows:
https://docs.google.com/document/d/1Rfdurs4Xp1kb00wN-bUPdRFEjvvHrYvPTKGgCY4 vO4E/edit?usp=sharing
My question is what does everyone else think about these rules, and what can I do to improve them?
| UnArcaneElection |
Typo: You have "Magus: Kineticists are proficient with simple and martial firearms."
Also, the rule that Rapid Fire uses up a fixed fraction of the weapon's ammunition will have undesirable effects when somebody gets a weapon that you can feed with an ammunition belt that has a humongous number of rounds on it, thus allowing them to fire an absurd number of shots. Better to make Rapid Fire a certain number of bullets per round.
| Sauce987654321 |
This looks pretty similar to the weapons that already exist, except with 1d8 instead of 2d6. I think the rules for rapid firing is kind of weird, and why does the target need a will save to prevent falling prone? First off it's not mind affecting. Secondly why even have a save vs falling in the first place? They never do this with any other physical weapons, and they don't force saving throws like that against other stuff, like a 100 ft. tall Titan smashing you with a colossal warhammer, for example.
| Dox of the ParaDox twins |
Okay I took a look at the firearms...they look alright but I agree that rapid fire needs a rewrite and scrap the whole prone thing, otherwise they look decent. Have you taken a look at Cyrad's firearm rules, I use them in every game I run with firearms now because they are so good and I can think of a few things that would fit your setting in them too
| Oceanshieldwolf |
Okay I took a look at the firearms...they look alright but I agree that rapid fire needs a rewrite and scrap the whole prone thing, otherwise they look decent. Have you taken a look at Cyrad's firearm rules, I use them in every game I run with firearms now because they are so good and I can think of a few things that would fit your setting in them too
@Dox: Do you have a link to Cyrad's firearm rules?
| Maluria |
For the whole falling prone from Rapid Fire thing, supposed to represent that automatic weapons in real-life combat are mostly used for suppression and to pin things downot in combat, the best way I could see to implement that was to force a Will Save from the target as they avoid trying to s*+! their pants and fall to the ground.
Also, I agree that Rapid Fire ammunition consumption is weird, but I could not find a very good way to implement it. I attempted to fix this by making every number have an even amount of Max ammo that was also a multiple of three. If there are any better ways to implement this I am open to suggestions.
| Maluria |
Alright so I reworked Rapid Fire to not take a fixed value of ammunition when fired, it only takes ammo as normal, and I added an ammo belt as an item (description below). I also removed the will save to avoid falling prone from the base Rapid Fire rule and instead made it a feat (also below).
Ammo Belt: Instead of being loaded with a magazine as normal, Rapid Fire weapons may instead be loaded semi-manually with ammunition loaded directly through a belt. An ammo belt can vary in size, costing 1 GP and add ½ pound of weight for every pound of ammunition it is meant to accommodate. Loading a Rapid Fire firearm may make triple the amount of attacks than normal when making a Rapid Fire attack (or quadruple if the weapon is a machine gun), but require that the ammo belt have the required amount of ammunition in order to continue firing. Regardless, reloading a Rapid Fire weapon is a full-round action, regardless if you have the Rapid Reload feat or not. An Ammo belt may be no longer than double a weapon’s maximum ammunition value.
Pinning Fire
Prerequisites: Base Attack Bonus +5, Point Blank Shot, Proficiency with two or more firearms with the Rapid Fire quality.
Benefit: When making a Rapid Fire attack, you may instead choose to pin the target down in place. The target treats it’s armor bonus to AC as normal, but it must instead make a Will saving throw (DC= 10+½ of the attack roll) or fall prone. The target must make this save even if you miss the attacks.