Adding firearms to dungeons and dragons 

Hello everyone, I wanted to share some homebrew rules for firearms I’ve been working on as part of my weapons rework. For background, in my setting, two contingents have gunpower. A Victorian England/Pirates of the Caribbean hybrid, the Gem Cities and the New World, Shaling. My group just finished a campaign in the Gem Cities and we were planning a new one in Shaling. I was unhappy with the firearms rules used in the last campaign. They didn’t feel different from a crossbow or even a pull bow and certainly didn’t invoke my fantasy around a pirate gunslinger.

 

So, I did some tinkering and come up with some new rules. I want to preface this by quickly touching on realism. As per my article on realism, I really like it when my TTRPGs are realistic or explainable. Obviously, this is a game that needs to be fun, but rather than says “it’s a game design” when merge machines with fiction, I strive to create plausible and grounded reasoning. For example, I might say that in my world firearms were designed differently than their historical counterparts and do less damage but reload quicker. That is not the direction I went for these rules, but that is purely due to the fantasy I wanted to invoke and my experience with firearms.

You can download the rules here.

 

Now right off the bat, you can see these are very different from the current roles in the DMG and unlike anything we’ve seen from 5e design. The fantasy I settled ultimately settled on was the idea that you would only fire a gun once per combat and then switch to a sword/dagger/etc. Hence the long reload times, I think you could easily change the loading keyword to be once per combat instead, but I wanted to keep the idea of a long-range shoot-out.

 

One concern I’ve seen expressed and considered myself is the multiple guns idea and how powerful that is. I haven’t seen this play out in my group, largely because of the need for magical damage. None of my players have a magical gun, and even if they did, they couldn’t take advantage of a belt full of pistols. You can also limit the number of firearms a character gets by making the bullets, gunpower, or firearms themselves scarce.

 

If you’re curious and want to see more of my firearm rules, check out Alternative Weapons and Firearms on the DM’s Guild.

 

Feasts & Festivals is live!

My supplement Feasts & Festivals is now live on the DM’s Guild. Festivals are a keystone of medieval fantasy and Feasts & Festivals gives you all the tools you will need to create robust, but manageable scenes to astound your players. It includes:

  • Guides to create festivals, feasts, and circuses
  • 20+ games and activities including dice games, dart throwing, and marital combatCover
  • New monsters
  • Rules for tournaments and jousting
  • Mechanical support for fortune telling using cards as the deck of many things
  • A framework for turning any monster’s statblock into a giant horde
  • Boons to award to characters who become folk heroes
  • The Dark Harvest and A Night at the Manor adventures (complete with custom maps, monsters, and magic items)
  • Example celebrations complete with NPCs, encounters, and holidays ready for your players to explore
  • And more

 

Without patting myself on the back too much, I am very proud of it and will be using it in my own games. That’s the standard I hold myself to when designing products, will this improve my own game. Based on the sessions of playtesting, the answer is resounding yes. It was illustrated using Midjourney and has over 15 custom art pieces and 3 maps to go the the adventure.

Thanksgiving D&D one-shot adventure

To celebrate the release and the upcoming holiday, I’m going to release one of two adventures from the supplement, Dark Harvest.  It tells the story of a harvest festival influenced by an evil alien plant set on world domination. Perfect some for post Thanksgiving  D&D, it’s meant to played with four to six 6th level characters and will take one to three sessions depending on how much your group likes to roleplay. Please don’t hesitate to reach out with feedback if you get a chance to play it!
Click here to download it!

The Challenge: Barbarian

As I noted before, my wife and I are trying to play all core 5e classes from levels 1 to 20. This post will focus on my experience DMing for Lithen, a level 20 barbarian. Here’s some basic information:

  • Half orc berserker barbarian. 
  • His primary magic item was a homebrew dragon skull helmet that let him spend hit dice when he used his relentless rage ability. 
  • He had a cleric traveling companion who offered a lot of utility.

Some of the topics I’ll cover are continuations to what I discussed in my post on one-on-one D&D overall.

Adventures

Barbarians are fairly straightforward in the sense they can be quite combat-focused and can punch above their level thanks to rage doubling their HP against some types of enemies. Most of the adventures I created had a wilderness aspect, specifically around intense heights and harsh environments. I did this to showcase Lythan’s ability to climb (and survive a long fall) and deal with a cold or hot environment via high Constitution saving throws.

Barbarians also offer an opportunity to really lean into the one hero vs a horde of weaker foes. In 5e, typically the many weak bad guys would either get destroyed by a fireball or other AoE spell or quickly take out the heroes thanks to the action economy. Thanks to Lithen’s high HP and 3 attacks, he was able to fight against a horde of roaming raiders at fairly low level.

 

Characters

We found creating a compelling barbarian fairly simple since their core fantasy is pretty broad. Typical we did someone from an uncivilized culture in a harsh climate going on a quest for honor or revenge. This worked because when the character would complete their initial quest, they had been exposed to a new world and usually found something, or someone, in it that made them want to stay connected to story an setting.

We focused mainly on totem barbarians just because my wife likes animals and we found they are even stronger in solo gameplay because it’s harder for enemies to ignore a bear totem and attack another party member when they aren’t any other party members.

 

The Social Pillar

Somewhat obviously, there was limited social content in Lithen’s game given his low mental stats, it didn’t seem fun to force my wife to try overcoming social challenges. I didn’t let her off easy and politics were still a part of the game, but the focus was on using physical and combat abilities to overcome social conflicts. One example is when she was trying to convince other orcish warlords to work together. They asked him to prove his might and why they should follow him, being a high-level character, that was relatively easy. I think this advance will hold for most unsocial characters. Enforce consequences for low charisma, but don’t force them to try and fail. Just provide an alternative. It’s fun for players to use their strengths to overcome weaknesses.

 

The Combat Pillar

As much as Lihen was ill-suited to the social pillar, he excelled at combat. The biggest challenge I faced was figuring out how to make interesting combats that didn’t feel similar. In a group setting, you have more combatants on each side, and they tend to more varied abilities. This naturally creates some variance in combat encounters. In a solo game, you have fewer combatants and this creates less variance. Combine this with a class that already struggles with “I hit it” syndrome and you risk a boring campaign. Not all players will find this boring, but some might, and my wife did struggle at points when she felt she didn’t have many in-combat options. I wish I could tell you how I fixed the problem and my perfect solution, but I didn’t find one. I used terrain the best I could and obviously different kinds of monsters, but it always felt like it could be better.

 

The Exploration Pillar

Exploration was an unexpected highlight of the game. With a barbarian’s high strength and constitution, I was able to design some interesting mountain encounters centered around climbing and surviving in the cold. Because of where the story ended up going, I think there was a lot we could have done, but didn’t get a chance to.

My big takeaway is that you need to provide alternative solutions for problems characters aren’t equipped to handle, but you need to present the challenge and force them to rely on their strengths.

Lithen was forced to roll saving throws because he didn’t have enough food and water, but he was able to survive anyway because of his high Constitution.

                                   

 

NPCs & Magic Items

Magic items were one of the best parts of this game.  As I mentioned in How to Run Solo D&D when giving out magic items or special powers, we tend to two options: widen or deepen a character’s capabilities or strengths. In Lihen’s case, I could have given him a magic item that increased his damage or hit points (two existing strengths) or I could have given him a way to create spell like effects. This led to one of my wife and I’s favorite magic item. Lithen’s helmet made from a white dragon he killed. It allowed him to spend hit dice and frighten creatures when he used relentless rage. His means he got to survive deadly encounters against hordes of monsters, effectively giving them an area of effect spell. Because it was fueled by his relentless rage, it meant that my wife was rewarded for being good at being a barbarian

A solution to boring social challenges in D&D

How many times has a complex, tense social scene in your game been decided by a single roll? The roleplay aspect is

one of the best parts of TTRPGs, but in the case of 5th edition, so many rules are centered around combat and the soical pillars often neglected. Other games such as Burning Wheel have entrie gameplay systems devoted to resolving a tense argument between characters. I wanted to 5th edition to have something similar, but it needed to interface with the existing content of the system. The Game of Wits is my solution to boring social challenges in D&D.

Read more >

Can you play D&D with just one player and a DM?

Yes! My wife and I play a lot of D&D together and in this article, I’ll answer how to play D&D with two players! Two player D&D even has some benefits you can’t find in a large group. You can tell different kinds of stories, introudce players with a low anxiety environment, and most importantly, it’s easier to schedule and plan. Read more >