Firearms - Page 11
Page 11 of 17 FirstFirst ... 234567891011121314151617 LastLast
Results 101 to 110 of 162

Thread: Firearms

  1. #101
    Member
    The Great Druid (Lvl 17)



    Join Date
    Sep 2016
    Posts
    4,649
    Also called a Firebolt.

  2. #102
    Member
    Hydra (Lvl 25)



    Join Date
    Sep 2015
    Posts
    4,814
    But in gun form! In the hands of kobolds! Swarms of kobolds!

  3. #103
    Member
    A 1e title so awesome it's not in the book (Lvl 21)



    Join Date
    Jun 2003
    Posts
    2,806
    Stop talking about realism, and start talking about genre conventions. Some genres are realistic, some genres are decidedly unrealistic (even cartoonish), and most are in-between. There's nothing wrong with gaming in any of these genres; but it is super helpful to know what genre you are trying to emulate.

    The image of clouds of smoke hovering over a ship's deck during a raging gunfight is very well suited to the swashbuckling-fantasy genre I want, so I'll probably include that somehow (probably as a "DM's discretion" thing).
    XP SkidAce, Satyrn gave XP for this post

  4. #104
    Member
    Orcus on an Off-Day (Lvl 22)



    Join Date
    Jan 2002
    Location
    London England
    Posts
    18,439
    Quote Originally Posted by Tony Vargas View Post
    I'm not even so sure it's that big a deal. Why do firearms have to be particularly lethal? They just punch holes in people down range. Spears punch holes in people, arrows & quarrels punch holes in people - a dagger can certainly kill, but only does a d4.
    Historically what made firearms so revolutionary wasn't that they were deadlier or longer-ranged than bows but that they required less training and physical ability to use, so you could field more troops armed with them. What made them fearsome to peoples unfamiliar with them was the noise (and that the projectile might not be noted right away), as much as the lethality. Oh, and the sheer amount of smoke from black powder is just crazy, modern powder is rightly called 'smokeless.'

    So, if we really want to model firearms well in the game, they'd be 'simple' weapons, that would do decent damage without much regard to who's using them (no stat bonus to damage), and hit reasonably well, again without much regard to training (a static bonus to hit instead of proficiency, perhaps). And, of course, a low RoF, due to reloading, so all those Extra Attacks and such you get at high level are meaningless.
    Appealing at low level, meh beyond that.
    High velocity wounds tear rather than cut, and are much more deadly than knife or arrow wounds. It is a myth that bullets don't do much damage. A small bullet wound is a good bit deadlier than a large knife wound.

    You can compare injury to death rates on eg crime stat reports. Mind you, even most bullet wounds are not immediately fatal.

  5. #105
    Member
    Orcus on an Off-Day (Lvl 22)



    Join Date
    Jan 2002
    Location
    London England
    Posts
    18,439
    Quote Originally Posted by 77IM View Post
    Stop talking about realism, and start talking about genre conventions. Some genres are realistic, some genres are decidedly unrealistic (even cartoonish), and most are in-between. There's nothing wrong with gaming in any of these genres; but it is super helpful to know what genre you are trying to emulate.

    The image of clouds of smoke hovering over a ship's deck during a raging gunfight is very well suited to the swashbuckling-fantasy genre I want, so I'll probably include that somehow (probably as a "DM's discretion" thing).
    The genre convention is that people who get hit fall over. Very unlike DnD.

  6. #106
    Quote Originally Posted by 77IM View Post
    The image of clouds of smoke hovering over a ship's deck during a raging gunfight is very well suited to the swashbuckling-fantasy genre I want, so I'll probably include that somehow (probably as a "DM's discretion" thing).
    Something I'd have to just to make a battle interesting, much like how I could rule that the ship is listing to the Starboard side during a battle and everyone on deck is required to make a Acrobatic (Dex) Check or be forced to move 10 feet in the Starboard direction. It's not something that needs to happen all the time, but it's a complication that can happen.
    XP Draegn, 77IM gave XP for this post

  7. #107
    Member
    Titan (Lvl 27)



    Join Date
    Jan 2002
    Location
    San Jose/Santa Clara, CA
    Posts
    14,808
    Quote Originally Posted by S'mon View Post
    High velocity wounds tear rather than cut, and are much more deadly than knife or arrow wounds. It is a myth that bullets don't do much damage. A small bullet wound is a good bit deadlier than a large knife wound.
    I've heard all sides in such debates way too much to get into it, there's political issues fueling different sides, and it involves autopsy-level detail that'll never be modeled with a hp system.

    The takeaway is that lots of things can kill you, where guns stand out is in how easy they make it, regardless of size/strength/skill of either party involved.

    Quote Originally Posted by S'mon View Post
    The genre convention is that people who get hit fall over. Very unlike DnD.
    'cept for 4e, iff, by 'people' you mean 'minions.'
    Laugh S'mon laughed with this post

  8. #108
    Frazzled
    Dracolich (Lvl 29)

    Morrus's Avatar

    Join Date
    Jan 2002
    Location
    Intrawebs
    Posts
    40,625
    Quote Originally Posted by S'mon View Post
    High velocity wounds tear rather than cut, and are much more deadly than knife or arrow wounds. It is a myth that bullets don't do much damage. A small bullet wound is a good bit deadlier than a large knife wound.
    I dunno. I saw a large knife wound on Game of Thrones. It made Ned Starks head fall off.
    XP 77IM gave XP for this post
    Laugh Azzy, Draegn laughed with this post

  9. #109
    One thing that's brought up elsewhere is NPCs and other creatures using firearms, that they'd somehow be too much for PCs, looking on pages 274-275 of the DMG it might normalize many creatures low-level creatures to CR 1/2. But some creatures aren't going to have their CR adjusted just because they're using firearms, a CR 3 Veteran armed with a Musket (1d12) with a Bayonet (1d8 piercing in melee, lose the bonus shortword attack) is still a CR 3 creature.

    Of course there's going to be special cases and a whole new statblock required if the DM throws in things like an Ogre Cannoneer. As in an Ogre carrying around an Artillery Cannon, and now has a area attack that does 3d10 damage (dex save for half), sure it's melee attack where it tries to club your with that cannon probably still does a base of 2d8, but it could not be represented by applying minor adjustments to the Ogre statblock (an Ogre that can fire a cannon is probably slightly smarter than an average Ogre too), and is at least a CR 4 or 5 creature.
    XP 77IM gave XP for this post

  10. #110
    so they added a pistol to the game...wow! Who would have ever guessed! lol

Similar Threads

  1. Firearms
    By Raven Swords in forum *Pathfinder & Starfinder
    Replies: 13
    Last Post: Thursday, 31st July, 2008, 04:17 PM
  2. Firearms
    By marune in forum *Pathfinder & Starfinder
    Replies: 3
    Last Post: Wednesday, 16th February, 2005, 11:14 PM
  3. Firearms in D&D
    By Ambushbug1971 in forum *General Roleplaying Games Discussion
    Replies: 76
    Last Post: Friday, 26th November, 2004, 09:15 AM
  4. Firearms: Yes or No
    By Ibram in forum *General Roleplaying Games Discussion
    Replies: 66
    Last Post: Friday, 28th May, 2004, 11:19 PM
  5. Firearms in D&D?
    By Shirt Guy John in forum *Pathfinder & Starfinder
    Replies: 16
    Last Post: Friday, 4th October, 2002, 02:21 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •