Still working on some of the details, but I am doing a campaign for Dungeons and Dragons 5th ed that will involve a party that were a group of mercenaries frighting for one army when it gets overwhelmed by the opposing armies sudden influx of undead combatants.
The setting will be very very very loosely based off of World War One, except fantasy and set in the equivalent time period of after the Dark Ages and into the Renisounce, so late 1400 to mid to late 1500's.
There will be black powder weapons, will need to figure out seige weapons rules for them, but the side the players are on will have firearms on the leveel of an aquabus while the opposing side, loosely based on Tsarist Russia, the equivalent of a hand cannon.
THese are the rules in the DM guide on adding firearms.
Pistol: 250 gold, deals 1d10pircing, 3 pounds, uses bullets, range of 30/90 and loading.
As a flint lock pistol actually has a much shorter range, so I am thinking 15/30 ft range. Maybe keep the damage dice or drop it to a D8. As most pistols were one and done at this time, I think it should also double as a club as that was what they basically were used for (its why they had a very fat butt). Also able to shoot in close range.
However I will use the pistol rules in the book for the hand cannon, making it a two handed loading weapon with range attacks, and a two handed great club in close combat.
Musket: 500 gp 1d12 Piercing 10 pounds uses ammo, range 40/120. loading and 2 handed.
Considering Muskets were 50 caliber at the smallest, and could be much higher (not always standardize production), I can realisticly see this as a D12 damage weapon, but cold use this for Aquabus rules, if not drop the range to 30/100. Needless to say no aquabus.
Would also add bayoneets tht would make it a 2 handed spear at the price of taking away range capabilities, while being versitile enough to be used as a club otherwise.
Might have something like a Nockgunn for ogres, will have to look at that later.
Thoughts and ideas to make these work without being op.
The setting will be very very very loosely based off of World War One, except fantasy and set in the equivalent time period of after the Dark Ages and into the Renisounce, so late 1400 to mid to late 1500's.
There will be black powder weapons, will need to figure out seige weapons rules for them, but the side the players are on will have firearms on the leveel of an aquabus while the opposing side, loosely based on Tsarist Russia, the equivalent of a hand cannon.
THese are the rules in the DM guide on adding firearms.
Pistol: 250 gold, deals 1d10pircing, 3 pounds, uses bullets, range of 30/90 and loading.
As a flint lock pistol actually has a much shorter range, so I am thinking 15/30 ft range. Maybe keep the damage dice or drop it to a D8. As most pistols were one and done at this time, I think it should also double as a club as that was what they basically were used for (its why they had a very fat butt). Also able to shoot in close range.
However I will use the pistol rules in the book for the hand cannon, making it a two handed loading weapon with range attacks, and a two handed great club in close combat.
Musket: 500 gp 1d12 Piercing 10 pounds uses ammo, range 40/120. loading and 2 handed.
Considering Muskets were 50 caliber at the smallest, and could be much higher (not always standardize production), I can realisticly see this as a D12 damage weapon, but cold use this for Aquabus rules, if not drop the range to 30/100. Needless to say no aquabus.
Would also add bayoneets tht would make it a 2 handed spear at the price of taking away range capabilities, while being versitile enough to be used as a club otherwise.
Might have something like a Nockgunn for ogres, will have to look at that later.
Thoughts and ideas to make these work without being op.