![]() ![]() I know comparatively little about muskets but your statements about lower velocity are, generally, correct. If anything firearms should be better IMO, maybe make a new feat or let people sacrifice extra attacks they should otherwise be able to take to increase the base damage, example a 11th level fighter with 3 attacks using multiattack only gets to make one attack roll with his pistol but it does 3d10+dex mod damage. Proficiency is the other thing, if you make them require the weapon master feat to become proficient almost no one will take them, if you make them martial it keeps them from rogues and who are the most likely to get any long term benefit in situations where stealth isn't needed, and if you make them simple well they become something a few people will want to spend gold on before they hit 5th level. So firearms seem attactive before 5th level, but after that not a great option for most people. They make noise, lots of noise, this usualy keeps them from being used by most rogues on a regular basis but even if they do most of their damage comes from sneak attack not base weapon die size.Ĭantrips, for most of those classes that don't get multiple attacks they have access to at-will damage dealing spells that are doing 2d8 - 2d10 at 5th level, sure they don't add dex mod to damage like firearms but that just makes them about even at that level. ![]() So you either need a brace of pistols to fire more than once per round, so just after you can afford firearms for any class that gets multiple attacks at 5th level they are no longer attractive. ![]() They all have the loading property, and unlike crossbows there is no feat to remove this. You will only be able to afford a pistol around level 3 or so maybe later. ![]() The cost is prohibitive at the earliest levels between the 250-500 gp for just the weapon and the 35 gp for powder horn. Not going to be an issue, lets look at who is going to use them. I haven't used the rules in game play so consider that but this is how I see it. ![]()
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