Dmg Guns 5e
If you are unsure of how balanced a magical item you are creating would be, it is a good idea to look up a relevant 1st party magical item to compare it to. Pulse secure dmg. See the 5e DMG pp. 150-214 for the full list of magical items and see 5e SRD:Magic Items for magical items that appear in the System Reference Document(SRD).
- Special: Guns have advantage on attack rolls when the target is within half the normal range. Bayonet Cost: 5 gp Dmg: 1d6 piercing Weight: 1 lb Properties: special Special: It is a Use an Object action to attach a bayonet to or remove from a musket.
- How to handle modern-day weapons in D&D 5e? Ask Question. Confused about is how to handle guns. Grenades appear on page 268 of the Dungeon Master's Guide.
I've been thinking about how to use 5E in a modern setting - after all, there was that ill-conceived never-seen-again Modern Magic thing in Unearthed Arcana, and of course the DMG has rules for guns (and laser guns, for that matter). But, as far as I know, using the core rules and UA only (and thus not counting third-party stuff such as Ultramodern 5E or the 5E sci-fi games, let alone Saturday Morning Tabletop), has anyone tried to use 5E for games in a modern setting?
The way I see it, the great stuff about 5E is 1) its simplified 2E/3E-but-better basic ruleset, and 2) all the awesome subclasses, that let you play such a wide range of characters without waiting a whole bunch of levels to get into prestige classes and the like. So, let's say we want to keep all that goodness, but in a modern (or sci-fi, if you like - we can do Mass Effect and Star Ocean if you want) setting. How would it work?
One option is basically a modern-tech level version of a standard D&D setting, so Faerun 2000 (or 2019), if you want. Or go straight JRPG/anime fantasy where everyone has smartphones, trains, skyscrapers, firearms, airships (not strictly modern, but you know what I mean) but also has character classes, magic, and big swords for some reason.
Another is a version of our world where the rules have changed, and using 5E is a good way of modelling the PC types who would emerge. I've already half-joked about doing a supers game with 5E - if you just tweak it to 'supers, but the only powers available are those covered by 5E classes and subclasses' and you're in some Scion/urban fantasy/fantasy supers goodness. The lines blur a lot these days, after all - sometimes, the only difference between urban fantasy and supers is the lack or presence of a Masquerade.
Going to rules, then - is there any reason to change the way classes work in some basic ways, to reflect game balance (or at least, equal levels of fun) in a modern setting? For instance, we might be in the sort of game where turning up wearing full plate armour with a greatsword on your back in downtown Seattle is at least socially unacceptable, lacking in sneakiness, and yes, illegal. Monks suddenly look like a better option. Casters are barely inconvenienced at all.
(To be honest, I do think that non-caster classes are a bit nerfed in 5E compared to casters - not nearly as badly as in 3E, of course, but at times fighters, monks, and rogues do look a bit less effective compared to sorcerers, warlocks, and wizards. I'm wondering about some very basic fixes, such as 'all fighters/monks/rogues get +1 stat point per level'.)
The way I see it, the great stuff about 5E is 1) its simplified 2E/3E-but-better basic ruleset, and 2) all the awesome subclasses, that let you play such a wide range of characters without waiting a whole bunch of levels to get into prestige classes and the like. So, let's say we want to keep all that goodness, but in a modern (or sci-fi, if you like - we can do Mass Effect and Star Ocean if you want) setting. How would it work?
One option is basically a modern-tech level version of a standard D&D setting, so Faerun 2000 (or 2019), if you want. Or go straight JRPG/anime fantasy where everyone has smartphones, trains, skyscrapers, firearms, airships (not strictly modern, but you know what I mean) but also has character classes, magic, and big swords for some reason.
Another is a version of our world where the rules have changed, and using 5E is a good way of modelling the PC types who would emerge. I've already half-joked about doing a supers game with 5E - if you just tweak it to 'supers, but the only powers available are those covered by 5E classes and subclasses' and you're in some Scion/urban fantasy/fantasy supers goodness. The lines blur a lot these days, after all - sometimes, the only difference between urban fantasy and supers is the lack or presence of a Masquerade.
Going to rules, then - is there any reason to change the way classes work in some basic ways, to reflect game balance (or at least, equal levels of fun) in a modern setting? For instance, we might be in the sort of game where turning up wearing full plate armour with a greatsword on your back in downtown Seattle is at least socially unacceptable, lacking in sneakiness, and yes, illegal. Monks suddenly look like a better option. Casters are barely inconvenienced at all.
(To be honest, I do think that non-caster classes are a bit nerfed in 5E compared to casters - not nearly as badly as in 3E, of course, but at times fighters, monks, and rogues do look a bit less effective compared to sorcerers, warlocks, and wizards. I'm wondering about some very basic fixes, such as 'all fighters/monks/rogues get +1 stat point per level'.)
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Dmg Guns 5e Free
Seeing as my next campaign is going to focus more on surface world skirmishes than dungeons, I want to include things like ballistas in the tactical mix. The 5e DMG provides rules for them, but they are honestly so perfunctory they need to be expanded on for actual play.
Here's my version of a D&D relevant ballista. Design goals:
- Not meant to be super realistic
- Can be operated by one character with Martial Ranged Weapon proficiency
- Ballistas are basically intended to be used by NPC forces, but a PC can take control of one and use it against their enemies.
- Semi-portable, but really meant to be left static
- I intend to eventually write up a Siege Weapon Master feat of some sort that makes ballistas and mangonel scale up with the levels. I don't expect any players to take it, but then I can slap it onto NPCs.
Tell me what you think?
Weapon: Ballista
Martial Ranged Weapon
Cost: 200gp, damage: 3d10 piercing, weight: 300 lb., range: 120/480
Heavy, Loading, Two-Handed
A ballista is not carried like a normal weapon. Instead, it is treated as a large object on the battlefield. It comes with wheels to facilitate relocation, but it is still cumbersome. A character using a ballista can move it when they move, but their speed is halved. A ballista cannot be fired during any round it was moved.
To use an unattended ballista, a character must move into its space, which counts as difficult terrain and provides half cover. He may immediately spend an action to fire. If an enemy moves into the ballista’s space as well, attacks made with the ballista have disadvantage. An enemy can attempt to take control of the ballista by spending an action to make a contested Strength (Athletics) check against the current user’s Strength (Athletics).
Firing the ballista follows all the usual rules of a two-handed ranged weapon with the Loading property, except that enemies merely standing next to the ballista's space do not impose disadvantage on attack rolls.
A ballista bolt can hit multiple targets that are lined up in a row, like a line spell. Each target requires an individual attack roll. Such an attack will hit the shooter’s allies if they are in the line. Alternatively, the shooter can arc the bolt to hit only a single target.
Here's my version of a D&D relevant ballista. Design goals:
- Not meant to be super realistic
- Can be operated by one character with Martial Ranged Weapon proficiency
- Ballistas are basically intended to be used by NPC forces, but a PC can take control of one and use it against their enemies.
- Semi-portable, but really meant to be left static
- I intend to eventually write up a Siege Weapon Master feat of some sort that makes ballistas and mangonel scale up with the levels. I don't expect any players to take it, but then I can slap it onto NPCs.
Tell me what you think?
Weapon: Ballista
Martial Ranged Weapon
Cost: 200gp, damage: 3d10 piercing, weight: 300 lb., range: 120/480
Heavy, Loading, Two-Handed
A ballista is not carried like a normal weapon. Instead, it is treated as a large object on the battlefield. It comes with wheels to facilitate relocation, but it is still cumbersome. A character using a ballista can move it when they move, but their speed is halved. A ballista cannot be fired during any round it was moved.
To use an unattended ballista, a character must move into its space, which counts as difficult terrain and provides half cover. He may immediately spend an action to fire. If an enemy moves into the ballista’s space as well, attacks made with the ballista have disadvantage. An enemy can attempt to take control of the ballista by spending an action to make a contested Strength (Athletics) check against the current user’s Strength (Athletics).
Firing the ballista follows all the usual rules of a two-handed ranged weapon with the Loading property, except that enemies merely standing next to the ballista's space do not impose disadvantage on attack rolls.
A ballista bolt can hit multiple targets that are lined up in a row, like a line spell. Each target requires an individual attack roll. Such an attack will hit the shooter’s allies if they are in the line. Alternatively, the shooter can arc the bolt to hit only a single target.