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#81 | |
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Join Date: May 2008
Location: CA
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I'd probably allow a few specific TL 5+ firearms in DF. Probably single shot pistols (or 2+ with multiple barrels), but no revolvers or anything like that. Keep the damage around 2d or so, but with the problems inherent to them, such as being vulnerable to water/fire, needing to reload, being relatively expensive, stuff like that. But yeah, I'd definitely allow them, and would be happy to use them with a Pirate-type template or even an Artificer-type. |
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#82 | ||||
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Join Date: Sep 2008
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Of course, requiring a reinforced barrel (made of Essential Metal perhaps, as Anthony suggested) may be appropriate. In that case, essential gunpowder will probably see more use in grenades and the like than muskets. Quote:
And, of course, if someone figures out self-contained cartridges for magelocks, a shooter could go through quite a bit of ammo in one go. Quote:
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__________________
Quos deus vult perdere, prius dementat. Latin: Those whom a god wishes to destroy, he first drives mad. |
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#83 |
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Banned
Join Date: Oct 2006
Location: a crooked, creaky manse built on a blasted heath
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I'd freely allow guns and gunpowder weapons of any kind....provided these were all TL3. That is: rockets, simple handgonnes (not matchlock arqebuses), fire-lance, petard, etc. You have cool stuff, but nothing that's going to replace bows, crossbows, and melee weapons.
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#84 | |
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Join Date: Aug 2005
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Sure it does, at least with regard to weapons.
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#85 | |
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Join Date: Aug 2005
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#86 | |
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Join Date: Aug 2005
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There are some specific movies you can cite for walking arsenal effects. |
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#87 | |
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Join Date: Sep 2008
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Personally, I don't see a reason why Walking Arsenal should be limited to firearms (aside from the source material being old school first person shooters), although with it being a Perk limiting each instance of it in such a way would likely be appropriate (so have a version for firearms, a version for muscle-powered ranged weapons, a version for blades, and a version for impact weapons, as an example). Now, if you want to help make firearms viable in DF, limiting Walking Arsenal to only apply to firearms could be a decent way to do so.
__________________
Quos deus vult perdere, prius dementat. Latin: Those whom a god wishes to destroy, he first drives mad. |
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#88 |
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Join Date: Feb 2005
Location: Berkeley, CA
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In most cases, armor that's too heavy for you to wear (due to a stat requirement) is not too heavy for you to carry in your backpack.
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#89 |
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Join Date: May 2008
Location: CA
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If I had stats for TL4 weapons, I might use them (I don't know - I have no idea what TL4 weapons were like and if they'd fit my image of a cool piratey guy with a brace of pistols), but High-Tech only has TL5+ guns in it. I also specified I'd only allow a few specific TL5+ weapons in - I'd make sure they weren't unbalanced. The TL6 H&H .600 NE I almost certainly wouldn't allow just like I wouldn't allow a TL8 M16 or M82.
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#90 |
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Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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See p. B278-9. There are two TL4 pistols, two muskets, and a blunderbuss, as well as a TL3 handgonne. Low Tech, of course, will have more.
__________________
I've been making pointlessly shiny things, and I've got some gaming-related stuff as well as 3d printing designs. Buy my Warehouse 23 stuff, dammit! |
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| Tags |
| dungeon fantasy, gunpowder |
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