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I would expect LOT of guns in such fight, even if finale would be mostly melee. Not everyone has one, but there would be enough to supress two gunners. And I would expect enough guns on the townsfolk side to ensure players prefaring close combat inside castle (assuming that as vampires they are significantly better at it than oposition, firearms are ...


9

You want to dissuade your players from using firearms - which I do not agree with completely, since the players picked up guns for a reason in the first place. To me, you defined your core issue elsewhere: Who in their right mind would storm a castle with torches and pitchforks, when the defenders have automatic weapons? These guys: Or, in other words, ...


0

I would put out that guns jam in the real world often enough (especially automatic weapons) that providing this as a possibility might be enough to dissuade use. You can have that the player can unjam the rifle if they proceed through "SPORTS" correctly (happens often enough that there's an acronym for clearing a jam) or you can indicate that the jam ...


1

I'd strongly suggest against nerfing your characters' resources outright. It makes for a boring game. Do introduce downsides to their methods and tactics, but slowly. Hint at the potential consequences of using guns at every conflict. Have them suffer a bit for it, and develop an aversion to using guns. Highlight the advantages of other ways of fighting; ie. ...


1

In a WoD game I played we had to avoid using our guns because we were fighting in a place with lots of gas tubes around. One shot to the wrong place on the wall and we would have been killed by the explosions. I don't know if it can fit with your castle, but it's a plausible reason for going in with melee weapons.


1

Magic that makes guns useless / less effective. Could be area effect, or could have to target individual weapons or targets. Without knowing what kind of magics exist in your system, this could be anything from a wind wall DnD spell effect to fog like you mentioned to a water-aspected spell that prevents combustion in a wide area (this would also douse ...


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Talk to the DM While there's plenty of perfectly acceptable role-playing game stuff out on the Web, Sturgeon's law applies as it does in most media. If the DM's allowing homebrew stuff into his campaign, I suggest you and the DM work together to write that homebrew stuff. Often homebrew stuff relies on the writer's internal understanding of the mechanics, ...


3

Sounds like an Epic Level Artefact to me. (Also sounds like a nightmare, considering you'd need at any point in time to be able to remember the state of all creatures of exactly 5 rounds ago)


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As I see it, there are two concerns with regard to balance: mechanical and psychological. Mechanically, the Defiler's effect is scaling with level, while the Preserver's is not. At low levels, it's easy for the Defiler to exploit their side effect - just get into range of the enemy and out of range of your party, and you're getting free bonus damage with ...


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I'm assuming Hit Dice that work like in D&D 3.5 here, because I'm not familiar enough with older versions. I hope they're similar enough that this holds up. Racial Hit Dice These represent how tough a creature naturally is. Any creature of the same species will have these simply by being (an adult, healthy) member of that species. They are based ...



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