I wanted to add firearms to Eberron, both for the PBP, and the campaign I’m coming up with once my current NJ game is done. Instead of going with the ball/powder muskets or standard issue gunpowder guns (say a bit more advanced, late 19th century firearms), I want to shoot for something a little bit different.
I’m thinking, and keeping with the Eberron feel that magic is a daily and normal thing, that these “guns” run off of magical charges created by Artificers.Things That Go Bang
There will be three types of weapons:
Pistols (moderate range- low damage) ammo- 6
You would treat this like magic missile in that it is arcane damage and passes through Damage Reduction, making up for the low damage, 1d4+2. Range of 80ft. Cost 500g. Cartridge cost 100g for 6 shots.
Shotgun (short cone range- high damage) ammo- 2
This weapon will wield higher damage to anything 5ft (3d6+2). 10ft (2d6+2). 15ft (1d6+2). This will fan out hitting like a triangle, point starting from shooter. Range of 15ft. Cost 600g. Cartridge cost base 80g for 4 shots, plus elemental price. (Must be loaded after each shot).
Rifles (long range- moderate/high damage) ammo- 6
This weapon has better range than the other two models, making it great for hitting targets at a distance. Damage 1d8 +2 Range 120ft. Cost 700g. Cartridge cost base 100g for 6 shots, plus elemental price.
As mentioned the Shotgun and the Rifle will have elemental damage, such as; fire, lightning, and ice.
Why still use bows or crossbows?
These things are not silent, you will not be able to stealthly kill a guard with these things, but they are handy in a fight and provide non casters some ability over the elements to give them an edge.
Feel free to take this idea or give constructive criticism.. No trolling please.