Talk:Historical Firearms (Broadbarrel Supplement)

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Have any gun ideas? Put ‘em here, and I’ll see if they’re good.


The amount of properties that these weapons have is a bit overwhelming. I would recommend putting Misfire, Recoil, Capacity, and Ammunition in the table since every firearm seems to have these properties and they all have a number associated with them. This way the listed properties for each weapon is a bit easier to parse. --PJammaz (talk) 13:26, 11 June 2020 (MDT)

Yes, I thought about that, I suppose I should put it into action, thanks for the feedback. However, there is a little bit of a problem, some gun mods completely remove certain properties that those include, so doing that would require the complete reworking of many aspects of this page, I give you permission to edit the page so that it could work as you’d like, but preferably you could simply write any changes here in the talk page, I’ll be working on it the meantime. --Kanon (talk) 08:54, 23 June 2020 (MDT)

Anastacio (talk13:40, 11 June 2020 (MDT)[edit]

In the capacity topic, you have mentioned free actions ("If you have already used a free action in your turn, ..."). 5e doesn't have free actions, you could replace this with "without requiring an action" or "with no action required" maybe.

I would change the Unwieldy property rules too. Just wielding a gun shouldn't be that hard, and you already have the recoil property. You could just increase the reduce the recoil of your Unwieldy weapons, or, if you want to keep this property, maybe you should create an fixed DC for the save, anything that reduces the amount of math required from players. And the check should be at the end of the player turn, not at the end of the round, imo.

Hi, I understand your concerns, and thank you for letting me know that free actions don’t exist, I didn’t know that, so I’ll specify that it counts as object interaction, that way it is compatible for 5e and doesn’t get in the way of most other things, and you can only do it once per turn. On your concerns about the unwieldy property, I believe it should be kept, as it’s supposed to be something that balances the more powerful, bigger guns in way that doesn’t just make it impossible to hold or shoot without spending a ton of actions just to steady and mount it, but still makes there be a requirement of some sort of strength, I will, however, change the math, because I can understand how it could be annoying. --Kanon (talk) 08:54, 23 June 2020 (MDT)
Alright, done, it isn’t a fixed amount per say, but the math is nonexistent. --Kanon (talk) 09:20, 23 June 2020 (MDT)

How Hot is Trixie?[edit]

Sorry, sorry: I have a really hard time resisting making bad jokes. Anyway, Trixie's automaton was designed to protect her while she slept, yes? But it attacks anything that radiates heat, and I'm assuming Trixie radiates heat just like any normal gnome. Why wouldn't it shoot her in her sleep? Does she have a refrigerated bed/sleeping bag? Is this an oversight with the gun's design out-of-universe or, rather hilariously in-universe? --ZarHakkar (talk) 03:40, 26 June 2020 (MDT)

Well, the idea was that there would be a wall between her and the gun XD. It’s kinda funny to imagine that she just deals with getting shot by a chaingun all night as she sleeps though! --Kanon (talk) 08:20, 26 June 2020 (MDT)
Edit:Typically she would ride in a caravan cart, because she travels for work, so it would probably by something that is towed by said cart, kind of like this minigun mounted on the backs of pickup trucks that you might see in action movies, but instead it’s kind of like how trains have separate cars that are towed by the one if front of them. --Kanon (talk) 08:24, 26 June 2020 (MDT)

Looking At Trixie’s Automaton[edit]

Taking a look at Trixie's Automaton, as of right now there are few balance and other concerns if it is to have a CR of 14~18. Defensively, the creature looks to be around the 5/6 CR range, though the lightning vulnerability is a huge downside. Offensively, Trixie's Automaton fairs a lot better because of the Bullet Barrage aoe which can be used once, recharged and used again, and then on its 3rd turn it has a 50% chance of regaining it. Overall, the offensive CR looks to be around 15 CR which would probably put the creature at a CR of 10.

Regardless of CR calculations though, the "creature's" features do have several problems. Bullet Barrage really should use a cone aoe instead of the strange way the current aoe is calculated and the damage reduction the further away you are from it should probably be changed to something else as it is not intuitive/actually implementing the feature would grind combat to a halt. In addition, in 5e there are no effects that reduce damage by more than half and giving creatures advantage on the saving throw is usually preferably to decreasing damage. Based on this it would make more sense for the Bullet Barrage to perhaps use the following wording:

Trixie’s Automaton lets out a barrage of bullets in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 98 (12d12) piercing damage on a failed save, or half as much damage on a successful one. Creatures more than 30 feet away from Trixie’s Automaton have advantage on this save.

Which brings me to the next points, the incorrect damage calculations and the non-standard damage dice and the sheer number of them. Simply put, a d2 averages out to 1.5 and a d3 averages out to 2, so the damage calculations are off (Bullet Barrage would deal 100 damage and Fire would deal 30 damage). In addition, although you can take d6 or a d4 and half the result rounded up to get a d3 or d2, it is almost always better to use larger dice unless you are just rolling a single die and halving it. Just using more dice also greatly slows down combat and d3's and d2's. With this in mind the Fire feature's damage could be changed to something similar to 30 damage that uses less dice say 30 (12d4).

Anyway, with all that out of the way, I believe having a CR at the lower end of the 14~18 CR spectrum would fit as it feels out of place for Trixie's Automaton to be at the higher end of the scale with other extremely powerful creatures. As such, I will base my changes to the creature off going for it having a CR of 14 with the buffs mainly being made to its defensive CR, namely its hit points and AC. An AC of 21 and hit points of 189 (42d8) would give you a defensive CR of 13 which would make the total CR of the creature 14. These numbers could be adjusted to have other combinations of values as well with an AC of 18 and hit points of 216 (48d8), and AC of 23 and hit points of 180 (40d8) also working to give you a defensive CR of 13.

I hope all of this info was helpful in getting Trixie’s Automaton to be more balanced and be a higher CR. In the future, I would highly recommend checking out the Creating A Monster section on p. 273 of the 5e DMG as while it doesn't cover everything, it is a fantastic resource that helps newer DM's/homebrews built creatures.--Blobby383b (talk) 13:05, 28 June 2020 (MDT)

Thank’s so much dude, I don’t have the DMG so I do a lot of comparison and wiki searches for free rules :P. It works for pretty much everything but CR, so this has helped me a lot, I’ll put this in right away! —The preceding unsigned comment was added by Kanon (talkcontribs) . Please sign your posts.
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