![]() ![]() So to clarify further:Īt the bottom of the Blunderbuss stat block is:Īll firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. My Artificer is just getting started (creeping up on level 3). Put it another way, the infusion itself would negate the reload property and essentially any other weapon property on a firearm that affects the kind of damage the firearm makes with each shot. They would still do their normal die damage, they just wouldn't have the explosive property applied to each shot. IOW, a repeating shot hand mortar or a repeating shot Bad News would not be firing explosive rounds. ![]() I would argue that since the magic of the infusion itself is generating the ammunition being used in the firearm, then those firearms would only be shooting the most generic damage possible for them. I think the bigger issue is how it would interact with firearms that have special weapon properties like the Gunslinger's hand mortar or Bad News. Potential balance option: repeating shot weapons have their misfire score increased by 1, which is also simple to explain in game mechanics, they just weren't designed to fire that fast.Īs others have said before me, have the infusion itself just negate the reload property and nothing else. The hand mortar or bad news would also be capable of crazy damage, as this would effectively double their fire rate. Game fluff wise, I can see the argument that since it no longer requires ammunition, it should no longer require reloading.Įxample: warforged dex based fighter with 2 levels of artificer can have insane AC by using a pistol and shield. I'm trying to decide if repeating shot infusion negates the need for reloading a firearm. I've got a player that wants to do an artificer/gunslinger multi-class. Phandelver and Below: The Shattered Obelisk ![]() Mordenkainen Presents: Monsters of the Multiverse ![]()
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