Habololy Books > Guide to Tinker

Blunderbuss

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Asinjin:
   Firearm, Muzzle load Blunderbuss: This variation on the most common type of firearm unleashes a cloud of ‘shot’ instead of a single ball or bullet.  Designed early on, and mastered by the Rockshot family, these weapons are designed for close range and multiple targets.  Unless noted below, the rules for its creation are the same as the standard muzzle-loading firearm.
   A blunderbuss hits all targets in its area, which is a cone.  The cone starts at the user square and expands out in a standard cone pattern.  The standard cone has a range of 20 feet and deals 4d4 damage.  That damage is reduced by one die for every five feet the target is away from the weapon.  These weapons do not require an attack roll.  They affect all targets within the area of the cone.  They cannot critically hit.  All blunderbusses are two-handed weapons.
   Energy Required: Firearms do not use a power source that produces Minembolts.
   Modifications: For every five foot range increment increase, the DC goes up 1.  The maximum range is 50 feet.  Increases to the damage of the blunderbuss are done by increasing the number of dice rolled, or by the die type.  To increase the number of dice rolled, the DC is 4 higher per die, to a maximum of 10 dice.  To increase the type of die, the DC is 4 higher to go from d4 to d6; an additional either higher to go from d6 to d8; and an additional 12 higher to go from d8 to d10.  That is the maximum die for this type of weapon.
   Muzzle loaded blunderbusses cannot be made Tiny or Diminutive.  They can be made large with a DC increase of 4.  They can be made huge with a DC increase of 16.  These increases do not stack.  Range and damage are not increased by size of the blunderbuss.  However, the width of the cone is increased to ten feet for a large blunderbuss and 15 feet for a huge blunderbuss at the base of the cone.
   Design Type: Firearms
   Cost: varies

Thoughts?

Hero:
To compare, looks like d20 modern shotgun rules subtract 1 POINT of damage per range increment, typ increments are 30 ft:
http://www.systemreferencedocuments.org/resources/systems/pennpaper/modern/smack/weapons.html

Is the 20 ft a maximum range (not an increment)? For the basic blunderbuss, anything beyond 20 ft won't take any damage at -1 die/5 ft.

Slightly off topic, I think we should use the crossbow rules for loading and firing firearms & epbuls:

* 2 hands to load
* longarms like rifles and shotguns require 2 hands to fire without penalty, -4 to fire in one hand, TWF penalties as if using a one-handed weapon (similar to a heavy crossbow)
* pistols and handguns are treated like hand crossbows, fire without penalty with one hand, TWF penalties as if using a light weapon

Asinjin:
It was my intention with writing that to make the max effective range for the basic one 20 feet.

Windblade:
I still think auto hit for a shotgun is way too powerful especially if you can make a shotgun with more damage die, increased range etc.  Who care if real world physics makes it very very unlikely to miss with a shotgun since when are we worried about real world physics in d&d.  Maybe just use touch AC instead.  Nothing in regular D&d has automatic success as soon as you allow for this the you open yourself up to something being way overpowered.

Malchia:

--- Quote from: Asinjin on March 01, 2014, 11:31:46 AM ---To increase the number of dice rolled, the DC is 4 higher per die, to a maximum of 10 dice.  To increase the type of die, the DC is 4 higher to go from d4 to d6; an additional either higher to go from d6 to d8; and an additional 12 higher to go from d8 to d10.  That is the maximum die for this type of weapon.

--- End quote ---
I highlighted the typo.  What DC number should this be?  Also, do these numbers stack?  Is it +4 to go to d6, then an additional amount to go to d8, then an additional 12 to go to d10 or can the creator simply add 12 to go straight from d4 to d10?

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