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"Has anyone tried to add gunpowder weapons to DBV?" Topic
6 Posts
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20thmaine ![Supporting Member of TMP Supporting Member of TMP](boards/icons/sp.gif) | 04 Jul 2019 9:18 a.m. PST |
With the timescales (1 bound = 5 seconds) any early gunpowder weapons are going to be one-off (maybe two-off) devices in any normal length game. Anyone tried adding them? |
Narratio | 22 Jul 2019 7:02 p.m. PST |
From the long silence, I'd say 'no' is the answer. |
20thmaine ![Supporting Member of TMP Supporting Member of TMP](boards/icons/sp.gif) | 10 Aug 2019 3:03 a.m. PST |
I guess it's up to me then ! |
Repiqueone | 04 Oct 2019 1:48 a.m. PST |
I think it''s best to stay with using dice. |
Bobgnar ![Supporting Member of TMP Supporting Member of TMP](boards/icons/sp.gif) | 28 Oct 2019 2:21 p.m. PST |
The local group tried the game with English Civil War parameters, including muskets. Worked ok. Did not like the whole system so did not follow up. It is easier to just use DBA/HOTT with single figures on the bases. |
Artorius ![Supporting Member of TMP Supporting Member of TMP](boards/icons/sp.gif) | 05 Nov 2021 8:40 a.m. PST |
You might simply make firing a gunpowder weapon more costly in pips to represent the extra time to load. Another option is to use a marker to indicate unloaded weapons and add an action in, like shooting, that costs a pip or two. I haven't played DBV in years. Back then I was using the rules that were in HTML on the Barker website. I made a few adjustments. |
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