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General Tabletop Discussion
*Dungeons & Dragons
Make firearms "magic items"
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<blockquote data-quote="Yaarel" data-source="post: 8987494" data-attributes="member: 58172"><p>Regarding firearms, I welcome them to be normal in core D&D.</p><p></p><p>At the same time, items such as firearms drastically define the tone and tropes of a setting. For this reason, I prefer firearms remain in the Dungeon Masters Guide. But more prominantly. </p><p></p><p>It is the job of the DM to build and "play" a setting. Options like firearms are part of the juristiction of the DM, and less so for players who generate a character. Sure, there are character concepts that specialize in a firearm, but these must make sense in the setting, and this requirement goes back to the DM who needs to figure out how to make the presence of firearms work.</p><p></p><p>I need mechanically balanced and realistic-enough rules for firearms. These rules should be core. For my modernesque setting firearms are default. But for my vikingesque setting, firearms dont exist. For a renaissancesque setting they may or may not exist. In a pirate setting they probably do. In some settings, all of these possiblities might be true depending on region.</p><p></p><p>In the DMs Guide, I would define firearms as "magic items". Certainly, they are technological marvels. Put firearms in the magic item treasure lists.</p><p></p><p>It is the job of the DM to decide which magic items are appropriate for the setting (including flavor, how many, how accessible, and how powerful). To decide on featuring firearms is a normal part of this wider DM responsibility.</p><p></p><p>Maybe even tag magic items by their source as Arcane, Primal, Divine, or Martial. Firearms are examples of a Martial magic item, in the sense of a technological marvel.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 8987494, member: 58172"] Regarding firearms, I welcome them to be normal in core D&D. At the same time, items such as firearms drastically define the tone and tropes of a setting. For this reason, I prefer firearms remain in the Dungeon Masters Guide. But more prominantly. It is the job of the DM to build and "play" a setting. Options like firearms are part of the juristiction of the DM, and less so for players who generate a character. Sure, there are character concepts that specialize in a firearm, but these must make sense in the setting, and this requirement goes back to the DM who needs to figure out how to make the presence of firearms work. I need mechanically balanced and realistic-enough rules for firearms. These rules should be core. For my modernesque setting firearms are default. But for my vikingesque setting, firearms dont exist. For a renaissancesque setting they may or may not exist. In a pirate setting they probably do. In some settings, all of these possiblities might be true depending on region. In the DMs Guide, I would define firearms as "magic items". Certainly, they are technological marvels. Put firearms in the magic item treasure lists. It is the job of the DM to decide which magic items are appropriate for the setting (including flavor, how many, how accessible, and how powerful). To decide on featuring firearms is a normal part of this wider DM responsibility. Maybe even tag magic items by their source as Arcane, Primal, Divine, or Martial. Firearms are examples of a Martial magic item, in the sense of a technological marvel. [/QUOTE]
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