![]() Which suggests that you can have a one-handed weapon that uses a d10, which fails to hit, uses up the rest of your attacks for the round and needs repair when you roll a 1 for damage, and it's roughly comparable to having an extra point of damage per round on a hand crossbow for 2 or 3 attack characters (or 0.5-0.3 damage per successful attack). Interestingly enough, if we set p at 0.1, b = 2.5 more or less works for 2 or 3 attacks. If p is the jam probability (independant of a successful hit) and n is the number of attacks you can make, while d is the damage you deal and b is the bonus damage for being a gun, then we need to solve We can leave hit chance out of the equation, because it's applied to both lost and gained damage. ![]() Personally I already roll damage at the same time as attacks, so this isn't an extra roll at my table. I also don't want to add an extra roll: so I'll focus on checking the damage roll to check for misfires. ![]() Note that for the purposes of realism and avoiding abuse, I'm NOT going to use the attack roll to trigger the failure: you end up with odd things like "shooting in the dark makes guns more likely to fail" and "shooting when you have surprise makes guns less likely to fail". Giving a gun a % chance to jam and waste the rest of an attack action (and potentially need to be repaired as well) should be sufficient: you just need to work out how much damage that will waste on average. The only real addition needed to the rules are guns which are balanced around having a failure rate. My read of it has always been that the end result is incredibly similar to the battlemaster, but with some added balance issues.
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