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General Tabletop Discussion
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Why do guns do so much damage?
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<blockquote data-quote="Oofta" data-source="post: 8301689" data-attributes="member: 6801845"><p>I do agree on this; which is part of the balance and why I think it's important that you keep the loading property to balance out guns. </p><p></p><p>Unless of course you just don't care and have people that run into melee to beat up guys with guns like we constantly see on TV/movies.</p><p></p><p></p><p>I was only talking about my campaign. There really isn't a weapon that represents an arming sword in D&D IMHO. So, <em>in my campaign</em>, rapiers are closer to arming swords than true rapiers. A better term would probably be a side sword but it's mostly cosmetic differences as far as the game is concerned.</p><p></p><p></p><p></p><p>D&D does a pretty crap job of handling armor in general, heavy armor in particular. On the other hand, many opponents PCs face aren't wearing armor.</p><p></p><p></p><p></p><p>Actual accounts of warfare and gunfights disagree. It kind of depends on who you believe, but at the low end it's 18% of bullets hit during a firefight. With enough training it can probably get up to 50% [<a href="https://www.politifact.com/factchecks/2018/may/25/shannon-watts/do-more-7-10-police-bullets-miss-their-mark-gun-co/" target="_blank">1</a>]. Estimates of number of hits per shot fired by soldiers in combat are similarly difficult to determine, but most put it at around 25-35% with modern iron sight weapons. It was much lower with early firearms. It's why soldiers fired in volleys, throw enough lead downfield and you're bound to hit something.</p><p></p><p>But it doesn't really matter. What's fun for the players? What's reasonably balanced with the other options?</p></blockquote><p></p>
[QUOTE="Oofta, post: 8301689, member: 6801845"] I do agree on this; which is part of the balance and why I think it's important that you keep the loading property to balance out guns. Unless of course you just don't care and have people that run into melee to beat up guys with guns like we constantly see on TV/movies. I was only talking about my campaign. There really isn't a weapon that represents an arming sword in D&D IMHO. So, [I]in my campaign[/I], rapiers are closer to arming swords than true rapiers. A better term would probably be a side sword but it's mostly cosmetic differences as far as the game is concerned. D&D does a pretty crap job of handling armor in general, heavy armor in particular. On the other hand, many opponents PCs face aren't wearing armor. Actual accounts of warfare and gunfights disagree. It kind of depends on who you believe, but at the low end it's 18% of bullets hit during a firefight. With enough training it can probably get up to 50% [[URL='https://www.politifact.com/factchecks/2018/may/25/shannon-watts/do-more-7-10-police-bullets-miss-their-mark-gun-co/']1[/URL]]. Estimates of number of hits per shot fired by soldiers in combat are similarly difficult to determine, but most put it at around 25-35% with modern iron sight weapons. It was much lower with early firearms. It's why soldiers fired in volleys, throw enough lead downfield and you're bound to hit something. But it doesn't really matter. What's fun for the players? What's reasonably balanced with the other options? [/QUOTE]
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Why do guns do so much damage?
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