That does however seem a little extreme and not so "fun", and the bigger the damage die gets and the bigger the misfire penalty, the more it pushes towards the multiple guns option to circumvent the penalties.So I am playing a ranger, not yet level 4, who took the archery fighting style, 18 dexterity, dwarf, yada yada yada. I wouldn't want to nerf the gun any more than that, though for simulationist purposes we could increase the damage to d10 and then talk about more serious misfire penalties. If you then take Sharpshooter into account, you're distinctly better of going with a hand crossbow and not risking a misfire and potentially losing 1d8+10+X damage. That's somewhere in to order of 5 damage lost per 20 shots.Īt this point the die increase is more beneficial to the gun that the risk of a misfire, but not by much. Then consider that a misfire results in a missed attack, that's the potential for 1d8+X damage that is lost, which is half of that on average if you assume a 50/50 hit rate. If you assume a 50/50 hit rate that's about +10 damage per 20 shots. Increasing the damage from d6 to d8 is an average damage increase of +1. I like the idea, but I think the penalties are too severe for a one-step die increase. Note that any of these will be a minor power increase for characters at high level that only have a single attack, but it's on the order of a +1 to damage.Ī one-handed martial weapon with range 30/120 that deals 1d10 damage, but deals 0 damage, wastes the rest of your attacks for the round and breaks when you roll a 1 on the damage die is more-or-less balanced.Ī two-handed martial weapon with a range of 100/400 that deals 2d6 damage, but deals 0 damage, wastes the rest of your attacks for the round and breaks when you roll a 2 or 3 for damage is more or less balanced. Taking it down to only failing on a 2 is a significant damage boost (2-4 points per round), but I suppose if you were to tack something like a minor action reload after 2 shots, that might be workable, but obviously good for certain characters and poor for ones that like their minor actions. I think this one actually loses out if you have 3 attacks, which is a bummer. If you want to try two-handed weapons, then you can get something similar moving from a heavy crossbow at 1d10 to a gun that rolls 2d6 for damage and fails on a damage roll of 2 or 3. I think that's reasonable given the extra expenses incurred.įor single attacks it pulls ahead (but at low levels you can make it prohibitive to carry spares, which increases the impact of a failure). Which suggests that you can have a one-handed weapon that uses a d10, which fails to hit, uses up the rest of your attacks for the round and needs repair when you roll a 1 for damage, and it's roughly comparable to having an extra point of damage per round on a hand crossbow for 2 or 3 attack characters (or 0.5-0.3 damage per successful attack). Interestingly enough, if we set p at 0.1, b = 2.5 more or less works for 2 or 3 attacks. If p is the jam probability (independant of a successful hit) and n is the number of attacks you can make, while d is the damage you deal and b is the bonus damage for being a gun, then we need to solve We can leave hit chance out of the equation, because it's applied to both lost and gained damage. Personally I already roll damage at the same time as attacks, so this isn't an extra roll at my table. I also don't want to add an extra roll: so I'll focus on checking the damage roll to check for misfires. Note that for the purposes of realism and avoiding abuse, I'm NOT going to use the attack roll to trigger the failure: you end up with odd things like "shooting in the dark makes guns more likely to fail" and "shooting when you have surprise makes guns less likely to fail". Giving a gun a % chance to jam and waste the rest of an attack action (and potentially need to be repaired as well) should be sufficient: you just need to work out how much damage that will waste on average. The only real addition needed to the rules are guns which are balanced around having a failure rate. My read of it has always been that the end result is incredibly similar to the battlemaster, but with some added balance issues.
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