My only experience with the time period has been from the Assassin’s Creed ™ II games. So as a basis for our campaign I am making use of my AD&D ® 2 nd Ed DMG ™ Rules Supplement Creative Campaigning, the section on a Renaissance Campaign is as follows:
Overview: The Renaissance (ca. 1400-1600) is an especially rich period for adventure gaming. Although the period is slightly more modern than the typical AD&D ® campaign, there are no restrictions to classes or magic.
Despite the enlightenment (or “rebirth”) suggested by the term Renaissance, the period is a dark one in many ways. While science, literature, and the arts flourish in the Italian peninsula, bitter wars, both civil and religious, rage across Europe; political repression of all types victimizes entire nations; and the superstitions of the dark ages hold on grimly, even under the harsh light of modern logic and rationality.
As the Renaissance is gaining momentum in Italy, the bloody Wars of the Roses rage in England. Italy sees its share of religious wars, Papal successions, and the vicious decadence of ruling nobles causing widespread suffering.
All the same, during this period, reason and science make steady gains. Gunpowder revolutionizes warfare. Great works of art are created, and many universities and other centers of learning are founded. Science continues to make inroads against superstition. The middle class—merchants, craftsmen, and artists—develops, and many new experiments in social and political freedoms arise to challenge the unquestioned authority of governments and churches.
Weapons and Equipment. Handgonne (early 1400’s): This unwieldy weapon is both inaccurate and dangerous. Handgonnes take a full turn to load, require a burning match or cord to light, and have disadvantage on Attack rolls.
If you roll a 1 or 2 on either dice, the handgonne has misfired, and the firer suffers 1d8 damage. The handgonne is also fouled, and takes 30 minutes to clear, at the end off which you must make an Intelligence check, if you fail the weapon is too damaged and requires repairs using smith’s tools.
Damage for the handgonne is 1d10 (Variant rule, on a 10 result you roll damage again, adding the result. On a result of 10 you roll again, but if you roll 10 again the weapon also explodes, everyone within 5’ of you must make a Dexterity save. Those that failure take the 30 damage also, half as much damage on a successful save.)
Cost is 250 gp, with 3 gp for 10 bullets, and another 35 gp for a powder horn (water-resistant) with enough gunpowder for 30 shots.
|I might add in a Dex check when loading also. Handling gunpowder one handed with a burning cord in the other hand, or in your mouth, sounds like fun.|
Is this what you all had in mind?