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Dmg firearms 5e
Dmg firearms 5e











The pistol is one-handed and deals 1d10 piercing damage or an average of 5.5 per hit. Thematically this makes sense as a bullet is going to deal a lot more damage to your body than a crossbow bolt. Damageīoth the pistol and musket deal a bit more average damage than your typical crossbow. All of these factors should come into play to help offset the additional damage you’d gain from using a gun instead of a more traditional weapon. These are clunky, noisy, and of course, expensive to maintain. The Renaissance guns are by no means the efficient weapons that we have today. When you compare the firearms in the DMG with crossbows and bows you’ll immediately notice that they deal a fair amount of extra damage. A full-plate armor set is now a breastplate with some reinforced leather armor to protect the non-vital parts of your body. Metal armors are modeled more after a Cuirassier or a Dragoon‘s equipment.

dmg firearms 5e

Weapon technology has changed, so armor technology will have to catch up to it.

dmg firearms 5e

The heavy metal armors of old don’t hold up well against guns so it makes sense to favor armor that allows you to duck for cover quicker. The average soldier or adventurer tends to favor leather or cloth armors as they provide more comfort and movement. It was mostly a matter of reflavoring to get guns to work in a D&D 5e game. Some races even prefer to use the “ancient” weapons instead of guns and explosives. There are still swords and melee weapons galore. In my home game, I’ve shifted it from a traditional, high fantasy sort of campaign to more of a Napoleonic-era game. Honestly, I’d be fine with adding the Modern Explosives outside of the Grenade Launcher to my campaign as they don’t seem very overpowered. They basically work like miniature Fireballs that are much more expensive and have a smaller range. The explosives are a bit more interesting. They’re also a lot more expensive and are potentially harder to find. They have the loading property, more damage, but a shorter range compared to their crossbow counterparts. Mechanically speaking the Renaissance Firearms are essentially modified crossbows. There are systems literally made to deal with modern-day guns and weaponry that I’d rather try instead of reskinning D&D 5e. Using them is going to change the game from a more traditional D&D game to a constant gunfight. My gripe with the Modern and Futuristic weapons is that they’re just ridiculously more powerful than Renaissance Firearms.

dmg firearms 5e

These feel like they fit more naturally in D&D 5e’s combat compared to automatic weapons.

#Dmg firearms 5e full#

I’m going to focus on the Renaissance Weapons like muskets, pistols, and kegs full of gunpowder. These weapons are broken into 3 different categories: Renaissance, Modern, and Futuristic. Pages 267-268 of the Dungeon Master’s Guide have the unique rules for guns and firearms as well as a few tables full of firearms and explosives. Introducing Explosives and Guns Mechanics I find that this makes for a much more interesting game and gives martial characters some much-needed depth to their ranged weapon arsenal. They’re deadlier than your average bow or crossbow, but they have some unique mechanics and drawbacks. I added them to my long-term campaign and while my players don’t use them I find that they’re a fun addition to the game. However, in a game where gods screw around in the material plane and magic is found everywhere guns seem like a weird point to say “no that’s too far, you’re breaking my immersion”. There weren’t any guns in any of these settings so it’s a bit jarring to include them. Traditionally speaking, it sort of makes sense since most groups opt for a more medieval, high fantasy, or Tolkien-esque setting. Explosives and guns in D&D 5e are where many groups draw a line in the sand.











Dmg firearms 5e