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[392] Blunderbuss needs updated reduced accuracy

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All other firearms now have -5 Accuracy instead of -10, except Blunderbusses. This is a huge difference, and I think it really de-values the weapon, which is already bad enough against DR. I would recommend it be updated to -5 Accuracy to be in line with Pistols and Arquebuses.

 

It also has no interrupt ... 

Edited by Sensuki

I can see how Blunderbuses should have a bigger penalty than Pistols and Arequebuses.

 

I personally think that this is an issue with DT Reduction and Accuracy being way too valuable.

 

How blunderbuses can't have Interrupt is beyond me, though. I imagined that they'd have the highest Interrupt of all.

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  • Author

Mechanically I don't think it's a good idea - as much as it "makes sense".

It has 8 projectiles though. If it also has the same accuracy as a single-projectile weapon then it's seriously badass.

I have a project. It's a tabletop RPG. It's free. It's a work in progress. Find it here: www.brikoleur.com

  • Author

So? Look at the damage it does per shot - aka nothing. It's supposed to be good vs no armor, and bad vs armor.

 

At the current rate, I wouldn't even use one.

By the time you get blunderbusses in the demo you're past the beetles, and the rest aren't armored. I've used them against Skaen archers (and chanters) and of course that adventurer mage, and they're super effective for that.

I have a project. It's a tabletop RPG. It's free. It's a work in progress. Find it here: www.brikoleur.com

My sneak attacking Rogue on PoD was getting an average of 8x15 for Her opening attack which seems pretty decent ( though has insane perception ) against the temple guards.

Edited by aeonsim

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