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  • Better Blunderbuss Rules

    Blunderbuss (Black Powder)
    Minimum Strength : +3 (Two handed weapon)
    Damage Roll : 3d6 / 1d6+2 / 1d6
    Range : 6 / 12 / 18 yards

    A shot from a blunderbuss hits a single target for 3d6 damage at a range of 6 yards or less.
    A shot from a blunderbuss hits a two adjacent targets for 1d6+2 damage each at a range greater than 6 yards and 12 yards or less
    A shot from a blunderbuss hits a three adjacent targets for 1d6 damage each at a range greater than 12 yards and 18 yards or less.

    The blunderbuss should roll to hit. Each increment of damage per target is as equal as you can get. (1d6+1)*2 has an average damage of 9, while (1d6+2)*2 has an average damage of 11. Both 3d6 and 1d6*3 have average damage of 10.5.

    +4 to hit bonus when shooting at a single target at the second and third range increments. +2 to hit bonus when shooting two targets at the third range increment. Lower damage potential gives you slightly better odd to hit via bullet spread.

    This rule would also be great if applied to quite a few AOE spells. Flame Blast, Shock Blast, Rock Blast. Then a journeyman version of the spell would be a single target nuke at a more reasonable range. (Fireball, Lightning bolt, Rock Barrage).
    Last edited by mdlthree; 6th August 2016, 05:23 PM.
    [URL="http://herdingdice.tumblr.com/"]Herding Dice[/URL] - A tumblr where I put things about Adventure Game Engine design.

  • #2
    Re: Better Blunderbuss Rules

    They might be more detailed or complex, but better? I don't know... 🙄
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    • #3
      Re: Better Blunderbuss Rules

      The idea different damage for different ranges is interesting for weapons firing some form of shot (something I will think about for the artillery grape shot rules I am tinkering with) but given how short the range is on the spells you mention I wouldn't use it for them.
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      • #4
        Re: Better Blunderbuss Rules

        Originally posted by Doctor Atomic View Post
        The idea different damage for different ranges is interesting for weapons firing some form of shot (something I will think about for the artillery grape shot rules I am tinkering with) but given how short the range is on the spells you mention I wouldn't use it for them.
        There isn't currently "range" math. 6 / 12 / 18 was based on the original rules (6 yards) and then doubled/triple to be able to hit additional target as you might get with a conical attack. Of course you could fiddle with the ranges for another spell.

        Looking at the spell list, all attack spells are about 20 or 30 yards. A cone attack like the blunderbuss could be set at ranges of 10 /20 / 30 easy. Actually why not make the blunderbuss work at those ranges as well. Getting hit with a shotgun at 30 yards isn't going to hurt with modest protection on.
        [URL="http://herdingdice.tumblr.com/"]Herding Dice[/URL] - A tumblr where I put things about Adventure Game Engine design.

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