Friday, January 22, 2010
ODD and Guns...
I've been thinking about guns and how you could add them to ODD. I haven't seen any rules for this. First off, guns would negate the armor class bonus due to armor (magical rings of defense or dexterity bonuses should still apply).
Secondly, guns have got to do a LOT of damage. I'm thinking a d6 system with re-rolling all sixes over again, and adding it to the total. If you get another 6 keep going. I'm thinking of at least 3 classes of gun:
Light Pistol - 1d6
Pistol - 2d6
Long Arm - 3d6
Range and Accuracy - the GM could have a lot of fun tailoring this to his/her game. I'm thinking back to when guns were so inaccurate that soldiers in combat didn't really aim them, they just pointed them in the general direction and worried about reloading ASAP.
On the other hand, having a long arm with eye sights early in the campaign, and then equipping it with some expensive goblyn or gnome made sighting technology which is totally cumbersome but gives the user a 1/2 mile range with his rifle would be really fun to play out in a campaign. Obviously, the DM would want to impose huge costs on these sighting devices and also make the gun powder an expensive and limited resource - which would only lead to more adventuring.
Anyway, these rules aren't firm in my mind. Has anybody seen better rules?