03-04-2010, 10:45 AM
This is what I understand so far: weapons he would use should be for close range and not as powerful as an average rifle. Lastly he might need some handgun practice to help with accuracy.
Lucelia Wrote:The GMs said no. It doesn't matter if another player said "Yeah, this is okay."I'm merely trying to help people determine what would be realistic for them to use, if their class can use it or the GMs change their mind.
Lucelia Wrote:Post subject: Re: Rp gun restrictions Reply with quote
The GMs said no. It doesn't matter if another player said "Yeah, this is okay."
Post Posted: Thu Mar 04, 2010 7:52 pm
Rensin Wrote:I understand this, Rent, but again the way WoW guns work it's like this, you put a small charge into a cylandar, much like putting a cannon ball in a cannon. THe kick is less than that, but still significant, considering "blasting powder" is considered more volitile in WoW that standard black powder.
Rensin Wrote:Also, the arcanite steampistol, despite it's name, is not a single handed gun, and is as large as any other gun. The difference, actually, has to do with the way it's loaded.
Rensin Wrote:Also, it seems all of the WoW guns share the same calibur, and therefore kickback, as the ammunition is interchangable.
Rensin Wrote:Trying to put rational thought into the irrational way mechanical items work in WoW is currently difficult. Till, for whatever reason, Blizz deciedes to make this a possible item for people to have, we won't either.
OTHERWISE, you could argue that other classes could use any weapon too.
Quote:Firearms
Firearms are a relatively new dwarven invention. Despite the dangers of dealing with volatile explosives, the possibilities fascinate tinkers (note: a class available to players in the RPG) and engineers.
Firearms are treated like other ranged projectile weapons, although they cannot be constructed to benefit from a wielder's exceptional Strength bonus. Firearms are exotic weapons (except for the blunderbuss, which requires no expertise -- it's point-and-shoot). Exotic Weapons Proficiency (firearms) grants a character proficiency will all firearms; otherwise, she takes a -4 nonproficiency penalty on all attack rolls. (Ironforge dwarves and goblins tree flintlock pistols and long rifles as martial weapons.)
Firearms use various types of ammunition. Most firearms and firearm ammunition obey all the normal rules for masterwork and magic weapons (a +2 long rifle is perfectly legal). As with other projectile weapons, the enhancement bonus from a firearm does not stack with the enhancement bonus from its ammunition. Ammunition fired from a firearm is always lost or destroyed, even if it misses the target.
The Malfunction Rating (MR) for firearms and explosives varies depending on the specific weapon. When firearms malfunction they usually jam or misfire, while explosives go off prematurely or prove to be duds. See "Gunpowder" below, for additional details.
Gunpowder
Firearms use 1 ounce of gunpowder per shot. Gunpowder is sold in small kegs (15-pound capacity, 20 pounds total weight) and in water-resistant powder horns (2-pound capacity and total weight). Sixteen ounces are in a pound. If gunpowder gets wet, it is ruined and does not burn.
Dwarven experimentation has revealed several improvements over common gunpowder. Refined gunpowder propels ammunition with greater velocity. It provides a +1 enhancement bonus on damage rolls.
Imbued gunpowder is an alchemical mixture that protects the gunpowder and enhances its explosive properties. Water does not ruin imbued gunpowder. A weapon that uses imbued gunpowder has its Malfunction Rating increased by +1, but grants a +1 enhancement bonus on attack and damage rolls and overcomes damage reduction as if it were a magic weapon.