A friend of mine is planning for a campaign in a colonial/pirate setting, and is planning on re-skinning crossbows as firearms, (i.e. light crossbow = musket, hand crossbow = flintlock), but I was wondering if there were already rules for such weaponry.
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The 3.5e Dungeon Master's Guide has some rules for firearms in the Building a Different World section (p144). Page 145 provides details for Renaissance weapons: pistol, musket, bomb and smokebomb. It also provides some details and considerations for how gunpowder and firearms work. They're stronger or as strong as a heavy crossbow, but have some different drawbacks. In addition, the following page details Modern and Futuristic weaponry (from revolvers to antimatter rifles). The game is much less prepared for how powerful these are, though! You may be able to use the futuristic weapons if you reskin them as powerful magic weapons. Bear in mind this is all a starting point. The chapter containing these rules is provided as a sort of springboard rather than a complete ruleset. |
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Besides the DMG (see previous answers by others), issue #321 of Dragon Magazine dealt with guns. You should try and get a copy of it (see my link, but you might want to run a google search as well for other options / sellers.) |
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Pre-existing sources of d20-compatible blackpowder weaponry include (just what I can remember right now):
Frankly speaking, for a setting you describe the DMG rules are more than enough. You will have to work a bit if you want more detail, and you will definitely have to add cannons (reskinning existing siege weapons, probably), but open DMG and you're set. |
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Pathfinder has some gun rules available, as well as an entire gun-themed base class. Both are fairly weak (about the power level of a 3.5 soulknife) but if it's gotta be Guns or Bust, it might be worth looking into. |
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