Just as a side note, as someone with Muzzleloader experience, saying you can get off a shot every 6 seconds is already generous to the point of absurdity. Anything more than that abandons all pretense of an effort at simulating reality. Its a game, so y'know, do what feels fun. But just know that if you were trying to accurately represent a muzzleloader there would likely be a couple rounds needed to focus on reloading between each shot. Kinda like a crossbow.
I was gonna say, getting a 2nd shot in under 20 seconds would be tough. People who don't actually know how to use crossbows and blackpowder firearms often have wild ideas of how they work and what you can do with them. The loading property isn't a skill issue, but rather a mechanical limitation of the technology in use. Although re-usable steel shells were invented long before they came in to common use (think single shot, break action), the time, effort, and expense wasn't worth it until manufacturing processes significantly advanced.
@@mite2531 I handle guns a bit more realistically in my game. They are all homebrew, but inspired by real world firearms that were ahead of their time and didn't catch on because of the limits of production. In a world with artificers, what took us nearly 300 years, did in about 2 decades. All that said, guns are more often the thing you unload on somebody either as you close the distance or between swings of a melee weapon. (I.e. non-magical bursts of damage)
2d8 damage implies a slug rather than birdshot, so when you think about it that way, Push makes sense. If it had Birdshot, then a cone wig smaller damage and Graze would make way more sense.
@ElocNodnarb with the range it would be buckshot, so it should have graze. But really shotgun should have (atleast) three different types of damage. Maybe slug does 2d8 range 120/360 with push, Buckshot does 3d8 range 60/180 with graze, Birdshot 2d6 range 30/90 with cleave and advantage on small and flying creatures.
This came up in a recent game... A Vial holds 4 ounces. A Vial of Acid deals 2d6 damage. A player wanted to know if that meant a Barrel of Acid (40 gallons) could do 640d6 Acid damage. I told them no, it doesn't work like that, but I'm glad that the mechanics on bundling sticks of Dynamite reinforce the point that damage does not scale up linearly like that.
I don't know why you would use DND for the ruleset for a western or modern campaign. You are giving yourself a lot of work and after tier 1 believability is out of the window. Taking multiple bullets to knock a human down to zero and then they literally sleep off all the effects. It's a game I suppose but if I crit with a gun I want to kill a humanoid, maybe not a dragon or a giant but certainly a human.
@ The fact that a human in D&D can take multiple sword hits is ridiculous. By later levels, humans player characters have 10x the health of a Commoner, or even more. None of it makes any sense, it’s just for fun. So just shut up.
Remember, just because muzzle loaded Flint Lock was popular didn't mean it was the best. The 1630 Kalthoff repeater had 30 shots and automatically added gunpowder to all the needed parts.
Variant rules to change the type of weapon mastery of a weapon/ammo if you craft it yourself? Example: Custom Shotgun: - Birdshot (graze/cleave) - Buckshot (push/slow) - slug (Topple/Push)
Dynamite really shouldn't be dealing Force damage, Force damage is called out as explicitly magical in the description of what it is both in 5e and 5.5. Bludgeoning or Thunder (or a mix) would make more sense I think, though neither is perfect
@@kuma_hello Yeah, Thunder felt closer overall to me too. Only problem I really have with it is being in an area of the Silence spell or similar effect gives Immunity which doesn't feel quite right. And looking up the 5e version it was Bludgeoning in the old DMG
As I have always understood it, force damage is essentially hitting you with whatever a Wall of Force or a Shield spell is made of, it’s pure magic or psionic energy, you shouldn’t be doing it with dynamite
@@zoroearc2582 Exactly, 5e describes Force as "Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon.", while 5.5's description is "Pure magical energy". I could see a magic item similar to dynamite dealing Force, but actual dynamite like we have here in the real world doesn't fit at all.
Couldnt the way they make thr dynamite be enchanced by magic? This is the same game where people think HP = the amount of luck you lose to not die from a hit.. instead of beatdown you need to die. 😂
I'd be down to let an artificer use the futuristic weapons, fueling the energy cells with their spell slots, since artificer spell slots already represent a sort of magical crafting.
The grenade launcher having an effective range of 1000ft seems insane to me, no other weapon has such a long range outside of siege weapons. Makes me think of it as more of mortar launcher than a hand held grenade launcher.
I've shot hand held grenade launchers in the military and they are accurate to roughly 300 meters and can shoot to 450 metere. If anything the range given is a bit too small
I think that modern firearms and artillery allow martial characters to catch back up with magical characters. A Fighter with any of the firearms described is insane.
Two corrections according to what's on the screen: 1. Burst Fire said to roll the damage once, whereas thou hast said to roll it twice; 2. Grenades, only the Dynamite Sticks, the Grenade Launcher and the Frag grenade are priced as Rare Magic Items, since all the others already have associated prices; Thirdly, (more a correction for WotC), but how the heck does a Dynamite does Force damage, the metaphysical quintessence of magic, or a clearly define in the 5.24 PHB : Pure. [freaking] Magical. Energy! Force damage is not a tangible substance (and I'm tired of sources, including official ones) that give it the strenght of Newtons. I fully understand that they wanted to differenciate the dynamite from the bomb by not dealing Fire again, but there is already thre damage type that deals with applying pressure : does it pinpoint a specific point? yes : piercing. Does the surface of contact is much wider? yes Bludgeoning. Or is the pressure in the form of concussive wave without needing physical contact? yes Thunder. And as such I would believe that thunder would make sense for the Dynamite Stick, especially considering the sound it make when carving a road thourgh a hill.
Just looked up Jerry Charles Miculek Jr. "Additional accomplishments include rapid-firing 12 shots (including one quick reload) from a six-shooter in 2.99 seconds, fast-shooting six shots in .98 seconds from a handheld Barrett M107, and a 1000-yard off-hand shot with his 9mm Smith & Wesson revolver." So that's 6 shots in one second with a Smith & Wesson revolver. 🤠
The energy cell could be refilled by ritual and spell scrolls. Treat it like a making a magic item. The grenade's should also have a automatic force rating applied.
I think that when they tell you to treat them as Rare Magic items is not about the cost, but the availability (ift its a village, town, city). It doesnt make sense listing the prices just after that sentence
I read it as "treat the explosives without a cost as Rare magic items" but i migth be wrong. Also, I find it a bit weird that you can buy a bomb but not dynamite sticks...
What’s funny about the futuristic weapons is, it’s not hard to imagine them as magical. Some ancient magical civilization made weapons that channel light magic into a beam to be used by the every man. Kinda how the Fizbanz Topaz gun is. They have cross bows, just replace the bow with anti matter lol
I wouldn't mind at allletting an Artificer use the futuristic weapons, and agree with the player on a way to fuel the energy cells with their spell slots.
You mean just like the Lucent Destroyer from Glory of the Giants? Musket, very rare, This magic weapon is a triple-barreled bronze musket. You gain a +1 bonus to attack and damage rolls made with it. It requires no ammunition, its damage is radiant instead of piercing, and it doesn’t have the loading property.
There should be a feat for hand guns to be use as a non mean hand attack bounce action like the crossbow. So charter can use a short sword and a hand gun, something I always wanted to do.
Sounds like one less thing to keep track of. I'm not counting arrows now. But if you do have players that like keeping track of that stuff. Less say 1lb of powder = 20 shots. ( A shotgun shell usually has about .75oz) So one horn is 40 shots. Seems reasonable.
Shotgun isn't necessarily a spread, it depends on what you're using for ammunition. Seems like they are going for slug, rather than shot. Push is also good since it makes it hard for the target to reach you, so that is why Shotgun could be the same damage as a revolver.
Three was typical, some people could probably do a bit more, but we're talking like 4-5, not the 10 per minute that one per turn gets you. A breech loader is more like 8-10 rounds a minute and probably a better assumption for the default weapons. And not completely out there thematically since there have been some breech loaders since the 14th century.
@@DeadmanwalkingXI Sure, but those didn't use a modern cartridge if they're the ones I'm thinking of. They'd still need a flash pan to be primed and that'd slow the process a lot.
Shotgun: I would do Shotgun with a (15 or) 20 foot cone and 1d8 for each creature within the cone. Perhaps go 2d10 for point blank (within 5 feet and preventing the cone to spread)(probably w advantage too for point blank)
My (remaining) artificer is an explosives nut, I gave him an item that lets explosives he crafts use his artificer save DC and everyone can toss them as part of the attack action like a normal attack. I also have slightly different prices for his crafting partially due to smokepowder being decently available and the party has stockpiled a ton.
You can definitely reload a musket in less time than that, I'd say one shot every two rounds is not _too_ far off from reality, especially considering that D&D adventurers range from elite combatants to demigods. They're not performing by average standards.
1.How does a ship battle with cannons work in dnd? 2.Or a single cannon on land vs walls? 3. Ship cannons vs Castle 4. Dropping blackpowderkegs from an airship on a castle. Would that be effective against castles?
I been working on a Dark Fantasy Steampunk campaign setting for my table. There’s guns but mostly just flintlock, muskets, and the very rare revolver. They are hard to infuse with magic and doing so makes them unstable due to the gunpowder (Veilpowder), however there are a few of them out there that are enchanted and stable for unknown reasons. Just did introduction one shot to the setting and my players enjoyed it a lot but we aren’t returning to the setting until I flesh more things out.
Id give the auto rifle 2 abilities. Change the current burst fire to suppressive fire and increase its ammo consumption to 15 rounds. Re-work burst fire to be 3 single shot. It will cause a stacking -5 accuracy penalty to each subsequent shot. You can reduce this penalty by 2 for every extra attack you character would normally get. Example. Lvl 4 fighter. Gets a 3 shot burst. First shot -0 Second shot -5 Third shot -10. Lvl 5 fighter First shot -0 Second shot -3 Third shot -6 For those that think burst fire is useless at later levels, youd be correct. Even in the military the best shooters dont use 3round burst fire unless they are wanting a specific action. We can lan 3 to 5 shot more accurately while moving with single shot vs burst. When you burst, you'll always lose accuracy, while the single shot can be more accurate for just either the same time or a smidge longer time.
So, the shotgun could be either slug/ball versus birdshot, so wouldn't the weapon property depend more on the ammunition instead of the weapon in this particular case. Maybe you could switch the property depending on the ammunition you use?
Similar to how the rifle had a Burst Fire mode, I think it wouod be fun to have different damage profiles for Shotgun (Slug) and Shotgun (Pellet), and use the longer single target stats+Push for slug, and a shorter range/cone?/Graze or Cleave or something .
I believe that I'm going to do weapons like it stated in his video I would do it under the premise of the anime coffin princess I believe they brought weapons into a fantasy setting quite well. When it came to bullets you have to have a special bullet in order to do any damage to creatures as well as the more powerful weapons you have to simply have either created or found in the world.
@Nerd Immersion earlier in the video you made the remark how if looking at it realistically you wouldn't really find it feasible from a real life point to fire a musket more than once in a 6 second period I have this in the other way with the amount of attacks a fighter can make because I have definitely seen people land at least 10 substantial hits with a sword within a 6 second period, but as you later said game mechanics aren't physics. additionally I think for the shotgun it might be cool to have it have the burst as its default shot have the overal damage remain the same but make it so that it hits all creatures in like a 5 ft cube
With the firearms and explosives, my first thought it some kind of outside agency providing firearms and explosives to the evil empire. The PCs getting access via beating enemies and having limited ammo because of it.
For the Shotgun, I would add the Graze property, make the Push property only apply if the target is within 10' and have the damage scale with closer range, increasing to 2d10 within 10' and decreasing to 2d6 beyond 30'. Even the sharpshooter feat shouldn't allow someone to do full damage with a shotgun at someone 90' away. LOL. I'm a realist when it comes to modern weapons, but I definitely don't see a problem with just using the rules as written for simplicity either.
Shotgun to match would be a Blunderbuss right? I'd lower the dmg of the buck shot type shell to all in an area of like 2d4 or something and the solid shot would hit a single target for like 2d10 or something.
Just a lil thing Man, (time stamp 14:36) i do get your point and i do agree that Bombs should be avaiable for marcials and the like, but the text says that only the cost-less explosives should be treated as magic items, not all of them. That Said, i do am going to use those more in my DnD campaings, since Guns Just showed up for the first time in my homebrew world, that even caused a war (not the actual Guns, but the fact the people who created them used one to kill a King, in his own Birthday, in the middle of a parade to celebrate It. Fr, craziest shit i came up with!)
The shotgun should shoot in a cone and maybe deal 2d6 damage, unless a creature is within 5ft in which case it could deal double the damage to simplify it.
A cone implies a blunderbuss, not so much a shotgun. Even with birdshot or buckshot, you're mostly going to get a group less than 3' in diameter at a moderate range.
Yeah the shotgun.. I saw one from around 100 ft add a 2 l soda bottle hanging about 5 ft in the air, dead aim only got three balls of bird shot into the 2 l bottle
I am glad that the DMG says that it's not a simulation. But man, it is super frustrating that there is not a simple weapon firearm. It is significantly more difficult to load, draw and aim either of those two weapons than almost any firearm. At least make flintlocks simple
Watching this video got me thinking about a Transformers/D&D crossover. Imagine a player using Drizzt going up against Megatron. Would Megatron’s “laser rifle” do four times the weapon's normal damage-either by multiplying (3d8)x4 or dealing a full 12d8 radiant damage-since he’s 35 feet tall, making him Gargantuan size?
With a musket in real world...definitely ne touching it to get 2 shots in six seconds. Always brings to mind musket training, like in the Sharpe series.
With modern semi automatic 2 shots accurately in 6s is doable, with muzzleloader you'd be lucky to get powder in it in 6s, then 12s to ram the ball ,then 6s to aim and fire
I'm pretty sure I could fire at least 1 shot in a minute, with a preset powder charge and a starter block. Accuracy would be out the window though. Maybe start loading that second shot within the 6 seconds. We used to drill firing quickly for certain target shoots
@NerdImmersion think the trained rate of fire is 3-4 rounds /min with preloaded under size rounds in a smooth bore. Then you have 10 rounds weight 2lbs which would make them 92 cal (assuming round balls).
But I do understand DnD is not a physics simulation and the game mechanical need not to have on shot every 5 rounds. My biggest grip for in-game is the appalling range you cal almost throw the bullet farther than shooting it 10x the speed of an arrow
All my artificers lost proficiency with Pistols and Muskets because they’re no longer firearms and Artificers only otherwise have proficiency with Simple Weapons.
I think it's fine to leave shotguns off the old firearms list, if you give him a Blunderbuss. Two reasons, one it's basically a shotgun two. It has a vastly Superior name
I feel like Shotguns should have different rules based on what type of shells they're using. I also think that firearms aren't nearly as effective as makes sense for a game like D&D. I remember in Warhammer Fantasy, guns were *crazy powerful*, but took 5 rounds to reload; which I think is more interesting/reasonable.
Personally I think a shotgun should maybe not be an attack roll at all, and it should just be a 30 foot line with a save dc equal to 8+wielder’s dex mod+prof bonus(if proficient).
I am disappointed that there are no officially listed modern or futuristic melee weapons that deal as much damage as the hunting rifle or the laser rifle. Would have been cool to have some sort of laser melee weapon that had limited use. Melee builds just get left out (in terms of the base damage dice of weapons) with these rules, especially if someone runs a campaign where the ammunition for these weapons is abundant.
NGL, seeing the community difference between PF1/2e and the DnD 5e regarding Firearms is just...mind blowing, considering we are functionally playing similar games, even with different mechanics. There are so many Dnd players and GM's who just HATE the idea of blackpowder weapons, while PF Games are much more chill and accepting. EDIT: Additionally, Dnd players have this strong drive to apply very heavy limitations on Firearms mechanically, or use real world limitations in order to further nerf it.
Do you want to play Sword and sorcery, colonial era, modern, or future? DnD has always been Sword and Sorcery while other games have focused on other eras. Guns belong in a different multiverse or at least campaign setting. The history of the Realms doesn't include the discovery of gun powder. If WotC moves time forward and adds such a discovery will customers keep playing DnD or go to one of the other Sword and Sorcery games?
The problem with shotgun is it lacks versatility. Should have multiple types of shells, atleast Buckshot, Slugs, and Birdshot each with its own properties. Musket should too.
A semi automatic pistol is not a light weapon but a hand crossbow is. Right... *Shakes head* Also a musket isn't heavy but a crossbow is. Methinks they might have wanted to look these ones over before print.
6:17 Here's the problem... Firearms dont do Fire Damage, so that shotgun blast to that troll will be negated pretty quickly with its regeneration... Artificer's aren't a core class...and even if they were, they aren't the ToV Mechanist, which harkens back to the original Artificers of 2e & 3.5; so 5e Artificers cant enchant a weapon with fire damage on the fly... Also, none of this works with Eberron's setting, either; because why use a gun (which is inaccurate), when you could master a crossbow with various magical enchantments, and add onto it, the bolt (if made from wood) is also effective against Vampires as a mini-stake... there's no scenario where a Firearm is better then a Crossbow or Bow...and without an Artificer, all of this is even further redundent... 0/10; would not buy. ...also, "modern" firearms? Futuristic firearms? hell to that!
Do you know what makes a good soldier? The ability to fire three rounds a minute. In any weather, sir! Flint/match locks should be high damage low rate of fire. A brace of pistols or multiple riles/ rotating barely would be the only way to take advantage of extra attacks.
6 revolver shots, Reload, 6 more shots in under 3 seconds. Not trying to be critical - Just to point out what is possible: ruclips.net/video/WzHG-ibZaKM/видео.html Are fantasy characters as good as normal (world record holding) people? I have not seen any normal (famous or otherwise) magicians who can pull off a level one Eldrich Blast or Magic Missile by comparison. If you are only considering muzzle loading, here is an example of a "fast" 48 second reload second shot: ruclips.net/video/jywSMH2p_zY/видео.html But, if we are talking six- shot revolver reloads per DMG, we are not talking muzzle loading (or black powder cylinder loading).
I never said a revolver, I've completed in plenty of cowboy shoots to know this kinda stuff is possible. I meant the PHB pistol, which reloads after 1 shot, so I'm assuming we're talking traditional muzzleloader here with powder, patch, ball
@@NerdImmersion The 48 second “fast” muzzle loading in one turn length is just as incongruous to reality as the technically feasible 24 shots and three reloads of a “cowboy” revolver in a turn length. I am not arguing for realism in D&D, but suspension of disbelief ought to be in service to a shared vision of particular class fantasies. In comparison, the sword and board “Conan” barbarian likely loses to an "all for one, one for all" musketeer (who can reload every six seconds), the musketeer loses to the “Wyatt Erp” gunslinger, and “Wyatt Erp” loses to anyone ("John Wick?/Jason Bourne?") with an automatic rifle. There is a reason swords, muskets, and six-shooters are largely obsolete in modern warfare. You clearly have good knowledge of real firearms and it was never my intention to denigrate you. However, I contend that there is no way to balance these previously mentioned characters without seriously skewing their associated fantasies.
"You can only fire one shot in a six second period" This is not true. You can only fire once per attack action. Meaning you can fire once as an Action and (assuming you have a feature that grants BA attacks) fire again as a Bonus Action.
Why did you say “bomb should not be a magic item” they didn’t say it was, they said if you make dynamite, frag grenades, and grenade launchers as rare magic items. Why did you explicitly read this out and then go back on it??
Not sure why anyone would consider these as viable options. AL doesn’t allow them, and most DMs won’t either. 2024 made ranged martials obsolete. GWM only works with longbows and heavy xbows, (for ranged weapons) and sharpshooter doesn’t boost dmg either. Treantmonk has shown the math, and only a true strike rogue build seems close to useful.
The rarity is… busted. Like, 50gp is a first level spell scroll or thereabouts. A common/uncommon consumable that any spell casting class can make themselves. Copy, paste and say “it’s for martials” is in no way a good justification for making it a rare magic item.
As a military historian; I keep firearms strictly to where they belong- away from my campaigns unless I want to move the Middle Ages and feudal systems to early modern nation states, monopoly of violence, and industrial revolution.
I'm not sure why you'd assume they were antique guns with a ball and powder, when they are clearly marked "Modern Firearm", they have a "Reload" mechanic, where you don't need to reload after every shot, but after a set amount of shots, as if you loaded it with cartridge ammo. You even argue with yourself about this 20 mins into the video lmao.
Tbh I don’t see why you’d ever use the basic firearms in the PHB since sharpshooter was Nerfed and Heavy Crossbows get to use GWM to deal way more damage. It’s really dumb.
14:44 Reading!!!!!!!! If it has a cost, your DM can put it in any store in say a city for the stated gold cost, if it does not have a cost, that means it counts as a modern weapon, so it should be treated akin to a rare magic item Why on earth do you think the DMG is suggesting a rare magic item cost 100gp and do 3d6 damage with a DC 12, that just makes no sense, that is literally the cost of a common magic item
Also, the DMG also has guidance for what should be available in what kind of settlement, long story short small towns and villages you will basically not find explosives at, go to a city
Dynamite should been thunder damage whats the hick it being force damage its not arcane in any way ! and it need he air to produce the shockwave AND finally alot of rock are venerable to dynamite and dynamite was created for mining so it should been thunder.
I'd definitely nerf the damage of the modern weaponry at least; a pistol shot won't do more damage to you bullet-by-bullet than a swing of almost any melee weapon in this game and probably wielded by a world class athlete or a fucking demigod at that. Arguably the modern guns would actually deal _less_ raw damage than that, except maybe the shotgun, but even that I'd cap out at 2d6 or 1d12. Even a crossbow bolt would probably do more damage to your body than a modern bullet. In fact, it's muskets and flintlock pistols that I could imagine being the high damage dealers when it comes to guns (including also the shotgun) with their .50 calibre lead balls. I suppose I could see an automatic rifle dealing 2d8 damage if the Burst Fire option allowed you to fire that burst into a single target instead of over an area, because otherwise it is just shooting one bullet per Attack action.
Sooo disappointed with the weapon specialties. I have problems investing in dual wielding with such a strict action economy, the resources that you will have to take to make it a bit more functional and that forced flavoring of a character is just a turn off
Just as a side note, as someone with Muzzleloader experience, saying you can get off a shot every 6 seconds is already generous to the point of absurdity. Anything more than that abandons all pretense of an effort at simulating reality.
Its a game, so y'know, do what feels fun. But just know that if you were trying to accurately represent a muzzleloader there would likely be a couple rounds needed to focus on reloading between each shot.
Kinda like a crossbow.
I was gonna say, getting a 2nd shot in under 20 seconds would be tough. People who don't actually know how to use crossbows and blackpowder firearms often have wild ideas of how they work and what you can do with them. The loading property isn't a skill issue, but rather a mechanical limitation of the technology in use. Although re-usable steel shells were invented long before they came in to common use (think single shot, break action), the time, effort, and expense wasn't worth it until manufacturing processes significantly advanced.
If it’s reload took more than a round you’d have to balance the lost turn in reload right? Like buffing the damage so that you’re not losing dpr
@@mite2531 Guns in my world crit on 19-20 and triple dice on a crit.
@@Dragowolf_Rising then the crit can just be weakened for firearms, it’s that or firearms are just weaker than bows
@@mite2531 I handle guns a bit more realistically in my game. They are all homebrew, but inspired by real world firearms that were ahead of their time and didn't catch on because of the limits of production. In a world with artificers, what took us nearly 300 years, did in about 2 decades. All that said, guns are more often the thing you unload on somebody either as you close the distance or between swings of a melee weapon. (I.e. non-magical bursts of damage)
Graze makes way more sense for a shotgun
It is pretty much a shotgun’s purpose
It would be the only ranged weapon with graze, wich is unique!
2d8 damage implies a slug rather than birdshot, so when you think about it that way, Push makes sense. If it had Birdshot, then a cone wig smaller damage and Graze would make way more sense.
@ElocNodnarb with the range it would be buckshot, so it should have graze. But really shotgun should have (atleast) three different types of damage. Maybe slug does 2d8 range 120/360 with push, Buckshot does 3d8 range 60/180 with graze, Birdshot 2d6 range 30/90 with cleave and advantage on small and flying creatures.
I feel like Push is accurate for close range...
And Graze should be applied for longer ranges.
This came up in a recent game... A Vial holds 4 ounces. A Vial of Acid deals 2d6 damage. A player wanted to know if that meant a Barrel of Acid (40 gallons) could do 640d6 Acid damage. I told them no, it doesn't work like that, but I'm glad that the mechanics on bundling sticks of Dynamite reinforce the point that damage does not scale up linearly like that.
Honestly, a Western campaign with bow and crossbows being mostly replaced with guns sounds really fun
I'm actively working on developing a magitech Old West campaign for my home game.
@@Automatonation keep at it, sounds cool
I don't know why you would use DND for the ruleset for a western or modern campaign. You are giving yourself a lot of work and after tier 1 believability is out of the window. Taking multiple bullets to knock a human down to zero and then they literally sleep off all the effects. It's a game I suppose but if I crit with a gun I want to kill a humanoid, maybe not a dragon or a giant but certainly a human.
@@nicka3697so a bullet is too much but creatures can survive a 5 foot greatsword to the face? Yeah makes sense LOL
@ The fact that a human in D&D can take multiple sword hits is ridiculous.
By later levels, humans player characters have 10x the health of a Commoner, or even more.
None of it makes any sense, it’s just for fun.
So just shut up.
Remember, just because muzzle loaded Flint Lock was popular didn't mean it was the best.
The 1630 Kalthoff repeater had 30 shots and automatically added gunpowder to all the needed parts.
Variant rules to change the type of weapon mastery of a weapon/ammo if you craft it yourself?
Example: Custom Shotgun:
- Birdshot (graze/cleave)
- Buckshot (push/slow)
- slug (Topple/Push)
Dynamite really shouldn't be dealing Force damage, Force damage is called out as explicitly magical in the description of what it is both in 5e and 5.5. Bludgeoning or Thunder (or a mix) would make more sense I think, though neither is perfect
Thunder damage sounds right for sure. i alway imagiend the Shatter spell to be like an explotion
@@kuma_hello Yeah, Thunder felt closer overall to me too. Only problem I really have with it is being in an area of the Silence spell or similar effect gives Immunity which doesn't feel quite right. And looking up the 5e version it was Bludgeoning in the old DMG
As I have always understood it, force damage is essentially hitting you with whatever a Wall of Force or a Shield spell is made of, it’s pure magic or psionic energy, you shouldn’t be doing it with dynamite
@@zoroearc2582 Exactly, 5e describes Force as "Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon.", while 5.5's description is "Pure magical energy". I could see a magic item similar to dynamite dealing Force, but actual dynamite like we have here in the real world doesn't fit at all.
Couldnt the way they make thr dynamite be enchanced by magic?
This is the same game where people think HP = the amount of luck you lose to not die from a hit.. instead of beatdown you need to die. 😂
I'd be down to let an artificer use the futuristic weapons, fueling the energy cells with their spell slots, since artificer spell slots already represent a sort of magical crafting.
The grenade launcher having an effective range of 1000ft seems insane to me, no other weapon has such a long range outside of siege weapons. Makes me think of it as more of mortar launcher than a hand held grenade launcher.
I've shot hand held grenade launchers in the military and they are accurate to roughly 300 meters and can shoot to 450 metere. If anything the range given is a bit too small
@@moxopal675, the issue is not so much a realism one, but more of a game play/ mechanical one.
you say that the Burst Fire damage is rolled twice and applied to every creature that failed - it actually says ONCE
had to do a double take when I heard Ted say that. kept scanning the text wondering if I was missing something not on screen
I think that modern firearms and artillery allow martial characters to catch back up with magical characters. A Fighter with any of the firearms described is insane.
Two corrections according to what's on the screen:
1. Burst Fire said to roll the damage once, whereas thou hast said to roll it twice;
2. Grenades, only the Dynamite Sticks, the Grenade Launcher and the Frag grenade are priced as Rare Magic Items, since all the others already have associated prices;
Thirdly, (more a correction for WotC), but how the heck does a Dynamite does Force damage, the metaphysical quintessence of magic, or a clearly define in the 5.24 PHB : Pure. [freaking] Magical. Energy! Force damage is not a tangible substance (and I'm tired of sources, including official ones) that give it the strenght of Newtons. I fully understand that they wanted to differenciate the dynamite from the bomb by not dealing Fire again, but there is already thre damage type that deals with applying pressure : does it pinpoint a specific point? yes : piercing. Does the surface of contact is much wider? yes Bludgeoning. Or is the pressure in the form of concussive wave without needing physical contact? yes Thunder. And as such I would believe that thunder would make sense for the Dynamite Stick, especially considering the sound it make when carving a road thourgh a hill.
Also, I agree that the shot-gun make no sense.
I have some limited explosives in my world and they do a little fire, a little thunder, and either bludgeoning or piercing.
Just looked up Jerry Charles Miculek Jr.
"Additional accomplishments include rapid-firing 12 shots (including one quick reload) from a six-shooter in 2.99 seconds, fast-shooting six shots in .98 seconds from a handheld Barrett M107, and a 1000-yard off-hand shot with his 9mm Smith & Wesson revolver." So that's 6 shots in one second with a Smith & Wesson revolver. 🤠
Here’s one explanation for the shotgun’s ammo, it could slug-based instead of pellet-based
2d8 makes much more sense for a slug than as birdshot.
@
I know, right?
It's called a Shotgun for a reason, it shoots Shot, Slugs should be the exception. It should have multiple types of shells.
Reloading a revolver is pretty easy since they have speed loaders. We saw Percy use one in Legend of Vox machina
The energy cell could be refilled by ritual and spell scrolls. Treat it like a making a magic item.
The grenade's should also have a automatic force rating applied.
I think that when they tell you to treat them as Rare Magic items is not about the cost, but the availability (ift its a village, town, city). It doesnt make sense listing the prices just after that sentence
Honestly, they forgot one important item. Bayonet! Bonus action to attach, then you have a spear. By itself it's a dagger.
It’s worded kind of vaguely, but it could be interpreted that the explosives without a cost are the only ones that are treated like rare magic items.
That’s how I read it. No cost = magic item.
Definitely could make more sense
I read it as "treat the explosives without a cost as Rare magic items" but i migth be wrong.
Also, I find it a bit weird that you can buy a bomb but not dynamite sticks...
What’s funny about the futuristic weapons is, it’s not hard to imagine them as magical. Some ancient magical civilization made weapons that channel light magic into a beam to be used by the every man.
Kinda how the Fizbanz Topaz gun is. They have cross bows, just replace the bow with anti matter lol
I wouldn't mind at allletting an Artificer use the futuristic weapons, and agree with the player on a way to fuel the energy cells with their spell slots.
“Any sufficiently advanced technology is indistinguishable from magic.” - Arthur C. Clarke
@@Major_Lag ‘any sufficiently described magic is indistinguishable from technology’ - some other guy
You mean just like the Lucent Destroyer from Glory of the Giants? Musket, very rare, This magic weapon is a triple-barreled bronze musket. You gain a +1 bonus to attack and damage rolls made with it. It requires no ammunition, its damage is radiant instead of piercing, and it doesn’t have the loading property.
There should be a feat for hand guns to be use as a non mean hand attack bounce action like the crossbow. So charter can use a short sword and a hand gun, something I always wanted to do.
Potato mashers are concussion grenades, not frags. They should do force or thunder damage with a smaller area.
Have none of these people seen Ultramodern5? It's been out since 2016.
The keg and the powder horn are the main ways of storing gunpowder. And yet there is no explanation of how many shots you can get out of either one.
Sounds like one less thing to keep track of. I'm not counting arrows now.
But if you do have players that like keeping track of that stuff.
Less say 1lb of powder = 20 shots. ( A shotgun shell usually has about .75oz)
So one horn is 40 shots. Seems reasonable.
i Agree, this info should be privoded for those who wises to track ammo.
Also, how much does a bullet cost??
Shotgun isn't necessarily a spread, it depends on what you're using for ammunition. Seems like they are going for slug, rather than shot.
Push is also good since it makes it hard for the target to reach you, so that is why Shotgun could be the same damage as a revolver.
You’d be surprised how little real shotgun shot actually spreads out. Its asically just birdshot that goes everywhere after 50ft.
Muzzle loader you're looking at three rounds a minute, tops. Two is more likely, if memory serves.
Three was typical, some people could probably do a bit more, but we're talking like 4-5, not the 10 per minute that one per turn gets you. A breech loader is more like 8-10 rounds a minute and probably a better assumption for the default weapons. And not completely out there thematically since there have been some breech loaders since the 14th century.
@@DeadmanwalkingXI Sure, but those didn't use a modern cartridge if they're the ones I'm thinking of. They'd still need a flash pan to be primed and that'd slow the process a lot.
@@celas1959 Right, which is why they were 8-10 shots per minute...modern rifles, even bolt action ones, can beat that.
Shotgun: I would do Shotgun with a (15 or) 20 foot cone and 1d8 for each creature within the cone. Perhaps go 2d10 for point blank (within 5 feet and preventing the cone to spread)(probably w advantage too for point blank)
That's not how real world shotguns worth though. Despite what games would like people to think. The pellets do spread out, but not nearly that far.
@celas1959 this is dnd, real shotguns don't matter.
What matters is portraying the fantasy, and cone or extra damage is the shotgun fantasy
@@mikeg8564 It's *your* shotgun fantasy. Not mine.
My (remaining) artificer is an explosives nut, I gave him an item that lets explosives he crafts use his artificer save DC and everyone can toss them as part of the attack action like a normal attack. I also have slightly different prices for his crafting partially due to smokepowder being decently available and the party has stockpiled a ton.
When using musket style rifles your loading time is at best about 30-60 seconds. Via Springfield armory reenactment displays.
You can definitely reload a musket in less time than that, I'd say one shot every two rounds is not _too_ far off from reality, especially considering that D&D adventurers range from elite combatants to demigods. They're not performing by average standards.
1.How does a ship battle with cannons work in dnd? 2.Or a single cannon on land vs walls?
3. Ship cannons vs Castle
4. Dropping blackpowderkegs from an airship on a castle. Would that be effective against castles?
I been working on a Dark Fantasy Steampunk campaign setting for my table. There’s guns but mostly just flintlock, muskets, and the very rare revolver.
They are hard to infuse with magic and doing so makes them unstable due to the gunpowder (Veilpowder), however there are a few of them out there that are enchanted and stable for unknown reasons.
Just did introduction one shot to the setting and my players enjoyed it a lot but we aren’t returning to the setting until I flesh more things out.
Id give the auto rifle 2 abilities. Change the current burst fire to suppressive fire and increase its ammo consumption to 15 rounds. Re-work burst fire to be 3 single shot. It will cause a stacking -5 accuracy penalty to each subsequent shot. You can reduce this penalty by 2 for every extra attack you character would normally get.
Example. Lvl 4 fighter. Gets a 3 shot burst.
First shot -0
Second shot -5
Third shot -10.
Lvl 5 fighter
First shot -0
Second shot -3
Third shot -6
For those that think burst fire is useless at later levels, youd be correct. Even in the military the best shooters dont use 3round burst fire unless they are wanting a specific action. We can lan 3 to 5 shot more accurately while moving with single shot vs burst. When you burst, you'll always lose accuracy, while the single shot can be more accurate for just either the same time or a smidge longer time.
So, the shotgun could be either slug/ball versus birdshot, so wouldn't the weapon property depend more on the ammunition instead of the weapon in this particular case. Maybe you could switch the property depending on the ammunition you use?
Similar to how the rifle had a Burst Fire mode, I think it wouod be fun to have different damage profiles for Shotgun (Slug) and Shotgun (Pellet), and use the longer single target stats+Push for slug, and a shorter range/cone?/Graze or Cleave or something .
Weapon mastery properties would not trigger on Burst fire actions because mastery properties require a hit specifically
homebrew blunderbuss
My blundbuss is a 5d4 20' cone.
I believe that I'm going to do weapons like it stated in his video I would do it under the premise of the anime coffin princess I believe they brought weapons into a fantasy setting quite well. When it came to bullets you have to have a special bullet in order to do any damage to creatures as well as the more powerful weapons you have to simply have either created or found in the world.
Shotguns should have two ammo types: solid slug = push; buckshot = graze.
@Nerd Immersion earlier in the video you made the remark how if looking at it realistically you wouldn't really find it feasible from a real life point to fire a musket more than once in a 6 second period I have this in the other way with the amount of attacks a fighter can make because I have definitely seen people land at least 10 substantial hits with a sword within a 6 second period, but as you later said game mechanics aren't physics.
additionally I think for the shotgun it might be cool to have it have the burst as its default shot have the overal damage remain the same but make it so that it hits all creatures in like a 5 ft cube
With the firearms and explosives, my first thought it some kind of outside agency providing firearms and explosives to the evil empire. The PCs getting access via beating enemies and having limited ammo because of it.
For the Shotgun, I would add the Graze property, make the Push property only apply if the target is within 10' and have the damage scale with closer range, increasing to 2d10 within 10' and decreasing to 2d6 beyond 30'. Even the sharpshooter feat shouldn't allow someone to do full damage with a shotgun at someone 90' away. LOL. I'm a realist when it comes to modern weapons, but I definitely don't see a problem with just using the rules as written for simplicity either.
14:28 wait, fire damage? I home brewed some explosive arrows for my rogue. They did an extra 1d6 force damage from the explosive energy
Shotgun to match would be a Blunderbuss right? I'd lower the dmg of the buck shot type shell to all in an area of like 2d4 or something and the solid shot would hit a single target for like 2d10 or something.
Just a lil thing Man, (time stamp 14:36) i do get your point and i do agree that Bombs should be avaiable for marcials and the like, but the text says that only the cost-less explosives should be treated as magic items, not all of them.
That Said, i do am going to use those more in my DnD campaings, since Guns Just showed up for the first time in my homebrew world, that even caused a war (not the actual Guns, but the fact the people who created them used one to kill a King, in his own Birthday, in the middle of a parade to celebrate It. Fr, craziest shit i came up with!)
The shotgun should shoot in a cone and maybe deal 2d6 damage, unless a creature is within 5ft in which case it could deal double the damage to simplify it.
A cone implies a blunderbuss, not so much a shotgun. Even with birdshot or buckshot, you're mostly going to get a group less than 3' in diameter at a moderate range.
I think the shotgun should have like +2 to hit to account for the wider pellet spread. Or give it a cone of effect like a breath weapon.
Yeah the shotgun.. I saw one from around 100 ft add a 2 l soda bottle hanging about 5 ft in the air, dead aim only got three balls of bird shot into the 2 l bottle
I made a blunderbuss for a campaign, I think it was 3d8 damage with 15/45 or 20/60 range.
The shotgun should auto hit and be a critical if within 5 feet. Like a magic missile spell.
I am glad that the DMG says that it's not a simulation. But man, it is super frustrating that there is not a simple weapon firearm. It is significantly more difficult to load, draw and aim either of those two weapons than almost any firearm. At least make flintlocks simple
Watching this video got me thinking about a Transformers/D&D crossover. Imagine a player using Drizzt going up against Megatron. Would Megatron’s “laser rifle” do four times the weapon's normal damage-either by multiplying (3d8)x4 or dealing a full 12d8 radiant damage-since he’s 35 feet tall, making him Gargantuan size?
I could see Push if the Shotgun using Slugs.
I’m kinda disappointed there isn’t a blunderbuss as a firearm. Oh well time to homebrew.
Dynamite should do Thunder damage and should function like the spell shatter.
With a musket in real world...definitely ne touching it to get 2 shots in six seconds. Always brings to mind musket training, like in the Sharpe series.
For me treat it like a magic item means you have to source it from a specialty store
With modern semi automatic 2 shots accurately in 6s is doable, with muzzleloader you'd be lucky to get powder in it in 6s, then 12s to ram the ball ,then 6s to aim and fire
I'm pretty sure I could fire at least 1 shot in a minute, with a preset powder charge and a starter block. Accuracy would be out the window though. Maybe start loading that second shot within the 6 seconds. We used to drill firing quickly for certain target shoots
@NerdImmersion think the trained rate of fire is 3-4 rounds /min with preloaded under size rounds in a smooth bore. Then you have 10 rounds weight 2lbs which would make them 92 cal (assuming round balls).
But I do understand DnD is not a physics simulation and the game mechanical need not to have on shot every 5 rounds. My biggest grip for in-game is the appalling range you cal almost throw the bullet farther than shooting it 10x the speed of an arrow
19:46
It isn't; read the entry again, Ted. The final sentence is referring to the blank price entries as the subject.
This is a shockingly similar system to the one i made for my Western setting. I like it, though I'm partial to mine more.
All my artificers lost proficiency with Pistols and Muskets because they’re no longer firearms and Artificers only otherwise have proficiency with Simple Weapons.
Anyone with 2 brain cells would realize they qualify as firearms.
I think it's fine to leave shotguns off the old firearms list, if you give him a Blunderbuss. Two reasons, one it's basically a shotgun two. It has a vastly Superior name
It's a bit weird to see static DCs on these after they made some other throwables and crafted scrolls use character DC
I feel like Shotguns should have different rules based on what type of shells they're using. I also think that firearms aren't nearly as effective as makes sense for a game like D&D.
I remember in Warhammer Fantasy, guns were *crazy powerful*, but took 5 rounds to reload; which I think is more interesting/reasonable.
Personally I think a shotgun should maybe not be an attack roll at all, and it should just be a 30 foot line with a save dc equal to 8+wielder’s dex mod+prof bonus(if proficient).
Honestly it might overcomplicate it, but I'd think a shotgun should be push if fired at 10 feet or less, graze beyond that.
I am disappointed that there are no officially listed modern or futuristic melee weapons that deal as much damage as the hunting rifle or the laser rifle. Would have been cool to have some sort of laser melee weapon that had limited use. Melee builds just get left out (in terms of the base damage dice of weapons) with these rules, especially if someone runs a campaign where the ammunition for these weapons is abundant.
NGL, seeing the community difference between PF1/2e and the DnD 5e regarding Firearms is just...mind blowing, considering we are functionally playing similar games, even with different mechanics. There are so many Dnd players and GM's who just HATE the idea of blackpowder weapons, while PF Games are much more chill and accepting.
EDIT: Additionally, Dnd players have this strong drive to apply very heavy limitations on Firearms mechanically, or use real world limitations in order to further nerf it.
Do you want to play Sword and sorcery, colonial era, modern, or future?
DnD has always been Sword and Sorcery while other games have focused on other eras.
Guns belong in a different multiverse or at least campaign setting. The history of the Realms doesn't include the discovery of gun powder.
If WotC moves time forward and adds such a discovery will customers keep playing DnD or go to one of the other Sword and Sorcery games?
The problem with shotgun is it lacks versatility. Should have multiple types of shells, atleast Buckshot, Slugs, and Birdshot each with its own properties. Musket should too.
Do weapon masteries require a successful attack roll? If so, they wouldnt work with burst fire as thats a saving throw.
Shotgun seems off like you said why push feels like an oversight but I do dream of barrelmancer gangplank build would be funny
A semi automatic pistol is not a light weapon but a hand crossbow is. Right... *Shakes head* Also a musket isn't heavy but a crossbow is. Methinks they might have wanted to look these ones over before print.
Shotgun: have the property based on the ammo type.
6:17 Here's the problem...
Firearms dont do Fire Damage, so that shotgun blast to that troll will be negated pretty quickly with its regeneration...
Artificer's aren't a core class...and even if they were, they aren't the ToV Mechanist, which harkens back to the original Artificers of 2e & 3.5; so 5e Artificers cant enchant a weapon with fire damage on the fly...
Also, none of this works with Eberron's setting, either; because why use a gun (which is inaccurate), when you could master a crossbow with various magical enchantments, and add onto it, the bolt (if made from wood) is also effective against Vampires as a mini-stake... there's no scenario where a Firearm is better then a Crossbow or Bow...and without an Artificer, all of this is even further redundent...
0/10; would not buy.
...also, "modern" firearms? Futuristic firearms? hell to that!
looks like burst fire got changed to once instead of twice, which feels disappointing with a static DC
Do you know what makes a good soldier?
The ability to fire three rounds a minute. In any weather, sir!
Flint/match locks should be high damage low rate of fire. A brace of pistols or multiple riles/ rotating barely would be the only way to take advantage of extra attacks.
6 revolver shots, Reload, 6 more shots in under 3 seconds. Not trying to be critical - Just to point out what is possible: ruclips.net/video/WzHG-ibZaKM/видео.html Are fantasy characters as good as normal (world record holding) people? I have not seen any normal (famous or otherwise) magicians who can pull off a level one Eldrich Blast or Magic Missile by comparison. If you are only considering muzzle loading, here is an example of a "fast" 48 second reload second shot: ruclips.net/video/jywSMH2p_zY/видео.html But, if we are talking six- shot revolver reloads per DMG, we are not talking muzzle loading (or black powder cylinder loading).
I never said a revolver, I've completed in plenty of cowboy shoots to know this kinda stuff is possible. I meant the PHB pistol, which reloads after 1 shot, so I'm assuming we're talking traditional muzzleloader here with powder, patch, ball
@@NerdImmersion The 48 second “fast” muzzle loading in one turn length is just as incongruous to reality as the technically feasible 24 shots and three reloads of a “cowboy” revolver in a turn length. I am not arguing for realism in D&D, but suspension of disbelief ought to be in service to a shared vision of particular class fantasies. In comparison, the sword and board “Conan” barbarian likely loses to an "all for one, one for all" musketeer (who can reload every six seconds), the musketeer loses to the “Wyatt Erp” gunslinger, and “Wyatt Erp” loses to anyone ("John Wick?/Jason Bourne?") with an automatic rifle. There is a reason swords, muskets, and six-shooters are largely obsolete in modern warfare. You clearly have good knowledge of real firearms and it was never my intention to denigrate you. However, I contend that there is no way to balance these previously mentioned characters without seriously skewing their associated fantasies.
Are there any cannons?
"You can only fire one shot in a six second period" This is not true. You can only fire once per attack action. Meaning you can fire once as an Action and (assuming you have a feature that grants BA attacks) fire again as a Bonus Action.
I'm sorry but a chainsaw is as complex to figure out as a hovercraft?
The spinning blades are just as complex as the Jetsons car.
Why did you say “bomb should not be a magic item” they didn’t say it was, they said if you make dynamite, frag grenades, and grenade launchers as rare magic items. Why did you explicitly read this out and then go back on it??
Not sure why anyone would consider these as viable options.
AL doesn’t allow them, and most DMs won’t either.
2024 made ranged martials obsolete.
GWM only works with longbows and heavy xbows, (for ranged weapons) and sharpshooter doesn’t boost dmg either.
Treantmonk has shown the math, and only a true strike rogue build seems close to useful.
Ultramodern5
Huh, wonder if they are tinkering with an update to d20Modern? 🎉
The rarity is… busted. Like, 50gp is a first level spell scroll or thereabouts. A common/uncommon consumable that any spell casting class can make themselves. Copy, paste and say “it’s for martials” is in no way a good justification for making it a rare magic item.
5ft radius is tragically wimpy. Are these Gandalf fireworks?
As a military historian; I keep firearms strictly to where they belong- away from my campaigns unless I want to move the Middle Ages and feudal systems to early modern nation states, monopoly of violence, and industrial revolution.
The people saying guns and bombs don’t belong in D&D probably also try pineapple doesn’t belong on pizza 😂
I'm not sure why you'd assume they were antique guns with a ball and powder, when they are clearly marked "Modern Firearm", they have a "Reload" mechanic, where you don't need to reload after every shot, but after a set amount of shots, as if you loaded it with cartridge ammo. You even argue with yourself about this 20 mins into the video lmao.
crafting rule would make bomb, 50 g same level of a scroll of burning hand no?
Tbh I don’t see why you’d ever use the basic firearms in the PHB since sharpshooter was Nerfed and Heavy Crossbows get to use GWM to deal way more damage.
It’s really dumb.
Ranged weapons should not benefit from GWM, sorry not sorry.
@ Who the fuck asked?
Gun and shield? Look to the original Capt America comics.
14:44
Reading!!!!!!!!
If it has a cost, your DM can put it in any store in say a city for the stated gold cost, if it does not have a cost, that means it counts as a modern weapon, so it should be treated akin to a rare magic item
Why on earth do you think the DMG is suggesting a rare magic item cost 100gp and do 3d6 damage with a DC 12, that just makes no sense, that is literally the cost of a common magic item
Also, the DMG also has guidance for what should be available in what kind of settlement, long story short small towns and villages you will basically not find explosives at, go to a city
Fucking thank you, this confused the hell out of me
@codymarshall587 I'm glad I could help someone!
Dynamite should been thunder damage whats the hick it being force damage its not arcane in any way ! and it need he air to produce the shockwave AND finally alot of rock are venerable to dynamite and dynamite was created for mining so it should been thunder.
In an historical context, a well trained musketman could fire about 10-12 shots per minute or about 1 round every 5-6 seconds.
That tracks
3-4 more likely
Not even close. Only elite units managed 4 shots a minute.
Correct 3-4 shots a minute for a musket.
My "fix" for the shotgun would be to give it a 15ft cone or something similar
I'd definitely nerf the damage of the modern weaponry at least; a pistol shot won't do more damage to you bullet-by-bullet than a swing of almost any melee weapon in this game and probably wielded by a world class athlete or a fucking demigod at that. Arguably the modern guns would actually deal _less_ raw damage than that, except maybe the shotgun, but even that I'd cap out at 2d6 or 1d12. Even a crossbow bolt would probably do more damage to your body than a modern bullet. In fact, it's muskets and flintlock pistols that I could imagine being the high damage dealers when it comes to guns (including also the shotgun) with their .50 calibre lead balls.
I suppose I could see an automatic rifle dealing 2d8 damage if the Burst Fire option allowed you to fire that burst into a single target instead of over an area, because otherwise it is just shooting one bullet per Attack action.
it seems like they were intentionally lazy on the guns because they didn't REALLY want people to use guns, just like in 2014.
Sooo disappointed with the weapon specialties. I have problems investing in dual wielding with such a strict action economy, the resources that you will have to take to make it a bit more functional and that forced flavoring of a character is just a turn off
I'm not a fan of putting them in the PHB. Now everyone will feel entitled to have them.
Why is your audio so low?
@@bloodyirishman9155 doesn't seem low to me and you're the first person to say something
@NerdImmersion It's been the last few videos that I've noticed. It's just significantly lower than other videos and requires me to jack my volume up.
Odd. This one is actually louder than a lot of others for me. Maybe it's just the channels you watch crank the volume?