Habololy Books > Guide to Tinker

Blunderbuss

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Malchia:

--- Quote from: Windblade on March 01, 2014, 03:11:30 PM ---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.

--- End quote ---
Think about the game mechanics and it'll make a bit more sense.  First of all, it's extremely costly to create something really powerful.  You'd have to be really high level with a ton of skill enhancing feats to even consider making a 50 foot range, 10d10 shotgun.  And even if someone was to pull off this masterwork piece of ballistic art, it would only be fully effective within 5 feet of your opponent.  If someone moves further away, it diminishes the effectiveness.  Second, it requires additional feats to be really proficient with it, as well as taking up both hands to use.  It's basically a last resort item capable of only one blast.  Since you can't hit critically, it negates the potential for blowing through opponents with a rolling critical and leaves you vulnerable to follow-up attacks or spells unless you drop the blunderbuss or use it as a makeshift melee weapon.  Also, opponents can still avoid being fully exposed to the damage by taking cover.  It's essentially a close range fireball, with the exception of being able to manipulate or enhance it with metamagic feats. 

On a side note; if this gets approved by the DM and all involved, Gnevil and Marston have some work to do.  I need one of these.  :)

Windblade:
My problem is you can make it into a short range fireball with no save.   Cost and creation better be extremely high when you can do this.

Asinjin:

--- Quote from: Malchia on March 01, 2014, 04:37:46 PM ---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?

--- End quote ---

the either should have been eight, and I should have made it an 8.

They do stack.

I did not right this in, but I believe we have two rules from the past that need to be noted.  Malchia mentioned one of them.  Damage is reduced by cover (either by percentage if the cover can't be destroyed by the shot or by amount if the shot can be destroyed).  Second, if you have evasion you get a reflex save for half, improved evasion a reflex save for none.

Asinjin:
Assuming you have a design, the DC to craft a 10d10, 50 foot blunderbuss is 59.  By the above rules.  And keep in mind this is the muzzle loading firearm version.  Which takes a while to re-load and fails on 1 and 2 (you have to make a tinkering check to use).

We also have to take into consideration that the cost of shells would go up as the dice goes up.  A shell big enough to cover the above area with that much material would be far more expensive than the 4d4 20 foot shell.  If the 4d4 shell is 2 silver, then the 10d10 would cost say 56 silver.  Five and a half gold per shot is a significant cost.

Windblade:
Cost is a good way to offset this. 

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