Sorry, I reserve the right to feel as disappointed as I choose. We'll see how much technology infiltrates into the standard game.
The 3e DMG had rules for almost the exact same weapon technologies, and spent more word count on them. So nothing new here.
I do not ever remember him mentioning gestalt characters. Do you have a link to that?
Yes!
http://www.enworld.org/forum/conten...rls-Magazines-Settings-and-More!#.VEv9sVdZjzo
The whole interview is worth reading, but here is the relevant line:
"Most of the optional systems will show up in the Dungeon Master’s Guide. They focus on options that people can use to more closely mimic a specific edition or optional rules that people like having available. For instance, stuff like detailed rules for combat, gestalt characters, lingering wounds, and so forth. It feels kind of like a mash up of Unearthed Arcana for 3e and a traditional DMG."
This was from back in August, but hopefully it is all still valid.
It's also worth noting that Spelljammer (and 2e in general, I believe) treated gunpowder as the magical "smoke powder," it was rather expensive, and it didn't work in every crystal sphere. As I recall, it worked in the Forgotten Realms, but not Dragonlance or Greyhawk.
I think calling it an alchemical substance (that someone trained in alchemist's tools can make) is appropriate to recapture that feel, especially since herbalist kits allow the creation of explicitly magical
potions of healing.
In my personal setting, it is only found in a certain isolate region where magic doesn't work as well. I'll probably make smoke powder not work on the rest of the world, or at least have a chance of not working.
Although in general I prefer to keep firearms out of my D&D, there are places and times where I really like having access to simple rules for renaissance firearms, so I'm glad they are there.