Question:

Are there any DnD rules that allow for use of guns?

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im playing my first session next week and i thought it would be cool to have a pirate character who uses a musket or a pair of pistols or something. my DM said it was okay, but we'd have to figure out a set of rules for using guns. are there rulebooks out there that allow this, or do i have to start from scratch? and if so, can you think of suggestions that would make guns well-balanced with other ranged weapons? i was thinking:

-pitifully short range increment (early firearms were wildly inaccurate, so about 20 ft.)

-long reload time (1 or 2 full-round actions)

-insanely powerful (1d12 damage, x2 crit.)

-ignores AC (a hot lead musketball would pierce even the toughest armor if it hit)

does this sound balanced? thanks if you can help me out!

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5 ANSWERS


  1. 2nd ed (AD&D) had set rules for guns.  They are very rare though--don't forget to take into account that shot, powder and replacement parts are incredibly difficult to find.  Our dm told us we'd have to get everything from the gnomes on Lantann if we wanted guns (this was in the Realms) and refused to allow us to reverse engineer any of the parts.

    I'd definitely go with a longer reload time if you decide to wing it--after all, a heavy crossbow takes a full action to reload, and what you are proposing is much more powerful.

    Honestly, though....if this is your first attempt at playing dnd, I'd suggest going traditional.  You can make a pirate just fine without guns, and you won't bog down the rest of the party trying to find all the bits and pieces you need to make it work.  Plus you won't have to worry about extra rules while still trying to learn the basics--a surefire route to frustration for all involved.  The most important rule of dnd is to make it fun for everyone.


  2. i think i did see a few things in the DM guide about weapons like guns and grenade-like weapons. Im not sure if they have rules about how to use them tho.

  3. The Dungeon Master's Guide (3d Edition) has extensive rules for firearms, everything from primitive single shot blunderbusses to lasers.

  4. The 2nd edition AD&D rules touched on this for conversion from BootHill rpg.

  5. There are rules in the oriental edition of the game. I have the book somewhere but can't find it anymore. The range is short, the farther away you are the less damage you get. You also have to go to the orient to get the weapons. So if your players are going to use them they have to quest for them. Hope this helps. If you e-mail me I will send you what I have when I find it.

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