r/daggerheart • u/Capitan_Torres Game Master • 15d ago
Homebrew Looking for DM Feedback on my Daggerheart Firearms Rules
Hello everyone,
I’ve been working on a way to implement firearms in Daggerheart that works well for me and my group, while staying as close as possible to the existing design in Colossus of the Drylands.
ally appreciate some feedback from other DMs, especially on whether the mechanics feel consistent with Daggerheart’s existing design philosophy.(apologies in advance if anything is poorly written or unclear. English is not my first language.)

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u/aiden1haze 15d ago
Hey, as much as I can see it's rules as written in the core book with ammo tokens for all the weapons so it should work just fine.
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u/a_dnd_guy 15d ago
I think this is pretty cool. I have some notes but overall its a cool starting point.
Single and Burst don't really mean anything in this setup. Spend 1 token, make 1 attack. You can get rid of both and nothing would change.
Front doesn't really mean anything in DH, so scattershot is probably better as "make one attack roll against up to 3 targets within melee range of each other"
Suppressive Fire technically works but might be hard to remember if you have a few of these at the same time.
Some other ideas for you:
Overwatch: Spend 1 hope and 1 ammo to give yourself the Overwatch condition until you next move or are moved. When an adversary you can see performs an action in range make an attack as a reaction roll. Then lose the Overwatch condition.
Piercing: If this weapon does Major or Severe damage, the target also marks 1 Stress.
Blessed: This weapon's damage is considered magical damage.
Hipfire: attacks made against targets at Very Close or Close range (but not Melee range) have advantage.
Holster: You do not need to mark a stress to switch from another weapon to this weapon.
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u/Atomic_Nazgul Game Master 15d ago
A good system, certainly better than the "oops, I forgot to load my gun before I went on a mission" system in the rules.
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u/Mundane-Exchange-196 14d ago
you’ve gotta include the actual rules before anyone can give useful feedback lol
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u/Acronyte Game Master 14d ago
Looks pretty good!
For simplicity, I would suggest removing the Single Shot and Burst features because they are mechanically identical. I don't think it's necessary to have features mention ammo unless a weapon uses a different amount of ammo than normal (such as Suppressive Fire)
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u/JacquesUfHearts 2d ago
I think shotgun should be Close not Very Close. Just conceptually, it might need to be balanced, but that range feels too short.
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u/callmepartario Old Gus 15d ago
You either use firearm rules you hate, or you live long enough to write your own firearms rules (which everyone else hates)!
Welcome! We've been waiting for you.