[RPG] What are reasonable additional statistics for modern and futuristic weapons

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In Chapter 5: Campaigns in the section Building a Different World on pages 145-6 of the Dungeon Master's Guide there's the subsection Modern and Future Technology. I'm designing a prestige class that'll use these rules, specifically the weapons and explosives from Table 5-5: Modern Era Weapons and the weapons from Table 5-6: Futuristic Weapons. However, unlike their counterparts on the previous page's Table 5-4: Renaissance Weapons, the modern era and futuristic weapons list no prices, and neither the Renaissance weapons nor the modern era and futuristic weapons list Craft skill DCs.

Based solely on the the weapons' statistics and abilities (not what they represent)1–perhaps using mundane weapons, magic items, or something else as a metric–, for a generic by-the-books D&D 3.5 campaign what are reasonable Craft DCs for Renaissance, modern era, and futuristic weapons, and what are reasonable gp costs of modern era and futuristic weapons?

The List

Renaissance Weapons (DMG 145)

I'd like Craft DCs for the…

  • Pistol (250 gp)
  • Musket (500 gp)
  • Bomb (150 gp)
  • Smoke bomb (70 gp)
  • gunpowder (250 gp for a 20-lb. keg containing 15 lbs. gunpowder and 35 gp for powder horn containing 2 lbs. gunpowder)
  • pistol and musket bullet (3 gp for a bag of 10)

Modern Era Weapons (DMG 146)

I'd like costs and Craft DCs for the…

  • Pistol, automatic
  • Revolver
  • Rifle, hunting
  • Rifle, automatic
  • Shotgun
  • Grenade launcher
  • Dynamite
  • Grenade, fragmentation
  • Grenade, smoke
  • automatic pistol, revolver, hunting rifle, and automatic rifle bullet (10 weigh 1 lb.)
  • automatic pistol and automatic rifle magazine (0.5 lbs.)
  • shotgun shells (explicitly different from bullets)

Futuristic Weapons (DMG 146)

I'd like costs and Craft DCs for the…

  • Laser pistol
  • Antimatter rifle
  • Flamer
  • Laser rifle
  • laser pistol, antimatter rifle, and laser rifle energy cell (1 lb.)
  • flamer fuel pack (no weight given)

Although the Dungeon Master's Guide points the reader to d20 Modern ("The d20 Modern Roleplaying Game, a D&D-compatible2 roleplaying game for present-day adventures, contains a much more extensive treatment of firearms and other high-tech gear" (146)), that game's reliance on purchase DCs instead of currency and dead-simple crafting rules are discouraging and uninspiring.


  1. I don't care, for example, that such weapons represent a huge leap in weapons technology that will eventually change the world. Don't factor unbalancing the campaign into the weapons' Craft DCs or prices.
  2. Um. Depends on one's definition of compatible.

Best Answer

As usual, Pathfinder to the rescue. Totally 3.5e compatible and with costs and stuff, not d20 Modern style.

Here are Pathfinder's firearm rules covering up through the revolver/rifle era, and here's the modern weapons info from their visit to WWI in Rasputin Must Die!, and here's the new technological weapons info from the new Technology Guide that has lasers and stuff. Enjoy.

The rules contain dials for adjusting price based on rarity (for example, the modern firearms list prices are 10% what they could be if you wanted to call them very rare). Tech items are priced just like equivalent magic items. The Craft (mechanical) skill is for high tech items and other gizmos, Craft (firearm) and the Gunsmithing feat for normal firearms. Craft DCs aren't in the SRD but are on page 101 of Ultimate Combat, and it's 20 for normal firearms (higher for siege firearms).

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