A friend of mine is planning for a campaign in a colonial/pirate setting, and is planning on re-skinning crossbows as firearms, (i.e. light crossbow = musket, hand crossbow = flintlock), but I was wondering if there were already rules for such weaponry.
[RPG] Does D&D 3.5e have rules for firearms
dnd-3.5efirearmsweapons
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Best Answer
The 3.5e Dungeon Master's Guide has some rules for firearms in the Building a Different World section (p144).
Page 145 provides details for Renaissance weapons: pistol, musket, bomb and smokebomb. It also provides some details and considerations for how gunpowder and firearms work. They're stronger or as strong as a heavy crossbow, but have some different drawbacks.
In addition, the following page details Modern and Futuristic weaponry (from revolvers to antimatter rifles). The game is much less prepared for how powerful these are, though! You may be able to use the futuristic weapons if you reskin them as powerful magic weapons.
Bear in mind this is all a starting point. The chapter containing these rules is provided as a sort of springboard rather than a complete ruleset.