[quote=“Kevin Granade, post:32, topic:2095”]In practice I’d expect a musket to be quite innacurate compared to guns or even decent bows or crossbows. I don’t see a niche where it would be the best at anything either, but I also fail to see why that’s a problem. What it’s good at is being a freaking musket, it just is, make of it what you will.
We could have a whole range in the black-powder family, musket pistol, musket, blunderbuss, musket rifle are the ones I’m aware of, others may also be reaonable to add.
One thing I’m not sure of is ignition source, with the whole history of black powder weapons to chose from, the question is which has a good balance of manufacturability and reliability. I really don’t see sufficient benefit to having musket variants with different ignition systems, so I’d prefer to pick one and just stick with that for all of them.[/quote]
A smoothbore basic flintlock pistol or musket should hit like a truck and require no skill to use. Thus it would be just as good at low level as it is at high level, except possibly reload speed scaling with dexterity.
The power of the weapon would be determined entirely by the gun itself, and by the engineering ability of the maker. Making a really good flintlock with a rifled barrel, bayonet, maybe a sling to reduce carry volume, a reinforced barrel firing cartridges full of modern powder, or maybe two or three barrels or a break action like a double barreled shotgun, that should be a pretty good gun, which would also be sustainable if you wanted to use weaker ammo for it. But it should require excellent engineering ability and a lot of time and patience to make all that. Good constructed guns should be a big time investment, though they would be excellent training for engineering and firearms.
Overall, I think bows should be very physical skill based, because they rely entirely on strength and skill at archery, making them good for a physical-heavy character, they would also scale well with survival as that should tie into arrow crafting. Crossbows require some physical skills to use because they require good aim and good strength to draw quickly, but also benefit from good engineering ability, so they’re good for a balanced character, and some survival could be useful in crafting some bolts, but less so than bows. Gunpowder weapons require no physical ability, though good perception would help with the more accurate designs, they would be based entirely on your ability to get good materials to make guns and ammunition with, and your ability to use those materials. They’d scale very heavily with your ingenuity and intellectual abilities, they would not, however, have anything to do with survival, though they would also make you generally better with guns, which would tie into anyone hoping to use the modern firearms a lot as well, but who don’t want to use the precious modern ammo on everything. This would I think also fit well with the brainbox archetype, as firearms negate physical prowess, and their construction and maintenance would give them excellent skill training.
Basically I think you could have bows for your fantasy ranger type fellow. Crossbows for your combat pragmatist normal everyman fellow, using whatever works, and constructed firearms for your heavy science type fellows. They aesthetically fit the three archetypes I think, and give three quite distinct paths to ranged combat (which is to say, effective combat, a lot of the time).
Ignition sources, well, you’ve four choices really. Match, wheel, flint, and percussion.
Percussion is modern percussion caps. Stick a little sensitive material in the cartridge, whack it with a hammer, goes bang, gun shoots. Not much point using that one really as we already have it.
Match is easy, you have a simple lever with a tweezer on the end, stick a burning bit of string in there, pull the lever, it hits the pan and lights the gunpowder. Very simple but you need to keep replacing the string and it’s fiddly. Also doesn’t work in wet weather at all. Might be a bit too unreliable for anyone to want to use.
Flint is just a flint and steel, pull the lever and it strikes it. Much more reliable as it works better in wet weather, and wears down less. Flints should be… a little tricky to find without survival, though sporting good stores, cabins, LMOE shelters, maybe mansions, those should all have them around somewhere.
Wheellocks are odd, they’re most comparable to modern cigarette lighter with the spinny bit, they are kinda like flintlocks really but they use a wheel. I don’t really know why they invented them before regular flint and steel but apparently they did. Could get them off lighters quite easily. Old fashioned ones were… horrifyingly complicated. I really don’t get why they were used before flintlocks but they are an older design.
How about this, all guns are described as flintlocks, but you get the option to either break down a lighter, use a flint and steel kit (a modern survival tool that should be in sporting stores/LMOE shelters) or some natural flints + bits of steel to make the ignition mechanism. The gun doesn’t track exactly what you used, it just assumes you somehow managed to find something to strike sparks into the barrel.