Ultramyth wrote:Item: Cannon
Cost: 24000 gp
Damage: 8d6
Critical: x3
Range Increment: 600 ft.
Weight: 7500 lb.
Standard Crew: 6+
Weight of Shot: 42-pounder
Item: Culverin
Cost: 12000 gp
Damage: 6d6
Critical: x3
Range Increment: 450 ft.
Weight: 4700 lb.
Standard Crew: 4
Weight of Shot: 18-pounder
Hmmm. I think the damage proposed is a too low and the range increment too large. As you said cannons should have a range increment of 1500-2000 ft. So I would propose the following changes to your rules:
Cannon:
Damage: 6d6x3
Critical: x2
Range Increment: 350 ft.
Ignores armor and shield bonuses to AC.
The cannon has a maximum range of
five range increments, not ten. At the end of the range, the cannonball travels 60' in a straight line before hitting the ground. Anyone in its path takes damage, but each target after the first takes lesser damage by one dice (that is 5d6x3, 4d6x3 etc.) until the cannonball stops.
Culverin:
Damage: 5d6x3
Critical: x2
Range increment: 300 ft.
Ignores armor and shield bonuses to AC.
The culverin has a maximum range of
five range increments, not ten. At the end of the range, the cannonball travels 45' in a straight line before hitting the ground. Anyone in its path takes damage, but each target after the first takes lesser damage by one dice (that is 4d6x3, 3d6x3 etc.) until the cannonball stops.