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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