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D&D Gun Rules

Dungeons &Dragons is a role-playing game set in a fantasy world. The game is played by a party and generally governed by a person deemed the dungeon master. This dungeon master is in charge of the campaign, and must set the rules for the actions and choices the players make within the game. This includes rules governing weapons such as firearms.
  1. History

    • Dungeons &Dragons has a long and varied history with guns. Many of the original Forgotten Realms campaigns include some form of firearms such as blunderbusses. In the fourth edition of the game, however, Wizards of the Coast does not include rules for guns, just one of many changes that players found in the new edition. This has led to several player-made rules regarding the use of firearms.

    Third Edition

    • As the third edition of Dungeons &Dragons is the most recent version of the game to have official rules for guns, it is generally the source of information for any modifications of the current rules. The third-edition rules include information for guns such as the handgunne, a large gun that did 2d6 damage, meaning its damage was determined by rolling two six-sided dice. It also included information for guns such as the carbine, a medium-sized gun that delivered d10 damage.

    Using Guns

    • The rules for the third edition include specific instructions for using firearms within the game as well as their stats. Each turn includes a stage in which players aimed. If players are willing to sacrifice an action to improve their aim, their aim would increase one point. Guns are divided based on one- and two-handed types. Guns have specific rules, except for the blunderbuss, whose stats varied based on range. The handmatch gun also has special rules.

    Modifiers

    • There are various modifiers that affected a gun's performance. Armor and shield reductions, for example, are common since firearms deliver piercing damage. There is also a chance of a player's gun malfunctioning. If the gun does malfunction, a player must roll dice to determine how badly the gun malfunctioned. This can vary from delayed firing to a full explosion of the gun. It takes several action turns for a player to reload a gun.


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