We will have firearms in our campaign. The won’t be common, nor will they be as frequently encountered as magic. However, they will be less mysterious than magic as they will have been heard of and likely seen by common people by a travelling merchant (but much too expensive for all but the nobility and their elite troops) or as carried by said noble’s elite troops (e.g. Musketeers).
The rules will be straight from the DMG.
Proficiency: Proficiency with martial weapons includes all firearms. Characters can use the training rules during downtime to become proficient with any firearms or other explosive devices if they are not already proficient with them.
Ammunition: The ammunition of a firearm is destroyed upon use.
Burst Fire: A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon’s normal damage. This action uses up 10 pieces of ammunition.
Reload: A limited number of shots can be made with a weapon that has the reload property. A character must than reload it using an action or a bonus action (the character’s choice).
|Martial Ranged Weapons|
|Pistol||250 gp||1d10 piercing||3 lb.||Ammunition (range 30/90), loading|
|Musket||500 gp||1d12 piercing||10 lb.||Ammunition (range 40/120), loading, two-handed|
|Bullets (10)||3 gp||2 lb.|
As an action, a character can light this bomb and throw it at a point up to 60 feeet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage.
Gunpowder is chiefly used to propel a bullet out of the barrel of a pistol or rifle, or it is formed into a bomb. Gunpowder is sold in small wooden kegs and in water-resistant powder horns.
Setting fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it (3d6 for a powder horn, 7d6 for a powder keg). A successful DC 12 Dexterity saving throw halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for and additional 30 feet.
As an action, a creature can light a stick of dynamite and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
A character can bind sticks of dynamite together so they explode at the same time. Each additional stick increases the damage by 1d6 (to a maximum of 10d6) and the burst radius by 5 feet (to a maximum of 20 feet).
Dynamite can be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the dynamite. After the set number of rounds goes by, the dynamite explodes on that initiative. [We will use the escalation die and when it gets to the set round boom goes the dynamite]
As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away. Each creature within 20 feet of an exploding fragmentation grenade must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one.
One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more mph) disperses it in 1 round.
|Bomb||150 gp||1 lb.|
|Gunpowder, keg||250 gp||20 lb|
|Gunpowder, powder horn||35 gp||2 lb.|
Analysis: Fantasy Gun Control
As cool as gun fights can be, they just can’t accomplish the level of intensity of a one-on-one duel with swords. If a hero has a gun, he can just shoot the villain from afar. But with swords, they can get up close and personal, engage in witty banter, look each other in the eye, and, if one gets that fatal cut or thrust in, engage in the drama of watching the other die. This is why even modern-day Action Movies will often have their final showdown be a hand to hand confrontation between the hero and the villain rather than a gun fight. The reason may also be that guns are too modern. They’re the primary weapon of choice in the real world. If fantasy authors want to achieve that escapist, ancient feel in their story, they have to use ancient weapons. Guns don’t have that level of romance. This could also be the reason why Automatic Crossbows are excused despite being functionally similar to guns. There is also the widespread perception that guns take all the “skill” or “honor” out of fighting and make the heroes look cheaper: no intensive training with ancient masters, just “BANG! He’s dead.” This is also the reason for the Gun Fu trope as authors mix hand-to-hand combat tropes with gunplay in an attempt to capture the choreography lost from using a gun instead of a sword. One is only left to wonder if some long time in the future, where they fight with yet-unimaginable weapons, it’s going to be guns that carry the “oldie but goodie” flavor of cold steel in today’s fiction. Ready, aim… fireball! May or may not be justified in Magitek settings. Why bother with explosives when you can blow somebody up with a fireball? Because anyone can use a gun, but not everyone can throw fireballs. This is a common issue of technology versus magic: technology works for people who haven’t spent years studying the sacred mysteries. (The same problem exists for longbows.) But if the magic trinket can be activated by anyone, why bother with explosives when you can blow somebody up with a fireball from a wand? ‘Point, say the command’ is just as simple as ‘point, pull the trigger’ assuming a wand doesn’t just need a thought to activate which in itself is advantageous. With greater power and availability of magic this becomes less and less of a problem. In other words why bother with a gun that’s heavy, has limited ammunition and chances of jamming when you can use a little inconspicuous stick that has limitless shots and can be used for a variety of functions aside from killing. Especially true if the setting can have small wands or similar magical trinkets capable of mass destruction. The same can’t always be said of guns unless they’re some kind of Magitek. This is the reason that, for the most part, guns aren’t used in the Eberron setting of D&D (although they do exist).
- In a lot of settings, even ones that don’t deal with magic vs technology or Magitek, magic is rarely that easy or practical. Activating trinkets might require a large degree of knowledge or skill (for example, D&D, these types of items can only be used by classes that generally would be capable of casting the spell in the item, in many cases better than the item does, or has specialized training specifically in activating these types of items), the items are prone to backfiring (Warhammer loves this, even people with training often can end up killing themselves or allies with these types of items), these items are almost always incredibly expensive, these items tend to have limited charges, and anti-magic defenses are frequently much more efficient than anti-bullet defenses.
Despite all of this, there are writers who are talented enough to make guns work in their fantasy settings and even have them achieve a level of coolness equal to medieval weaponry. Perhaps it’s understandable why guns aren’t seen much in fantasy settings, but it’s still nice (if you like guns in your fantasy) when authors manage to do it. After all, there were not only loosely historical The Three Musketeers, but Baron Munchausen himself used a firearm and it didn’t make his stories any less of… what, Heroic Fantasy? Of course, it could just be that guns scare children and therefore are never, ever to be in a children’s show… even if magic is just used as a stand-in for guns instead. Conversely, assuming that gunpowder must automatically exist once reaching a certain level of advancement is to fall into a logical fallacy; development can happen at different rates in different fields, especially in a world that already has Functional Magic to make long-ranged destructive attacks. This is particularly the case if the functional magic and/or setting results in tactics differing greatly from the setting in which early guns found their first use in real history: firing in volleys using soldiers marching in ranks on battlefields. Guns present their own set of logistical issues in the form of supplies of gunpowder, as well as the cost of munitions (which severely curtailed the number of rounds of ammunition that gunpowder armies could use in training until the second half of the 19th century). Or maybe the author outright despises guns and wants to create a world where they – and whatever other technologies the author may think are ruinous – do not exist for that purpose alone. One historical note apt to be ignored is that the discovery of gunpowder was a major fluke in human history, perhaps the most major one. Unlike many other technologies— unlike metalworking, stone-cutting, carpentry, writing—as well as inventions like spoons, swords, wheels, bows, etc., which were independently discovered/invented all over the world, gunpowder was discovered exactly once by accident by people who weren’t even looking for it: Chinese alchemists trying to create an elixir of immortality. While eternal life eluded them, they found this gunpowder stuff was highly flammable and, with the right formula, highly explosive. The Chinese used gunpowder weapons in their desperate, losing war against Steppe-Tribes and seized upon them as a way of turning the tide. It didn’t work, but they ended up with an effective formula and a series of cheap mass-produced weapons based upon it (chiefly pole-grenades and pole-guns for use in defending against siege-assaults). It didn’t take long to spread to India, where local warlords figured out ways to use it in their own wars, and eventually the Middle East where it was also popular for the same reasons. It even ended up reaching the quintessential backwater of the pre-modern world, Europe, after a while. Of course, none of this is to say that gunpowder wouldn’t be invented eventually in most scenarios, but only in more or less in the same sense as the old thing about how infinite monkeys on infinite typewriters would eventually produce the works of Shakespeare.