Making guns palatable in high fantasy [Design Theory]

mmadsen

First Post
Two samurai are squaring off, neither has a chance to kill the other with that first strike.
I feel like we're talking past each other, because the samurai duel is an example I made earlier, in another thread, of a similar situation where D&D's hit points don't match either reality or, more importantly, genre expectations. And, of course, the 3E version of Oriental Adventurers tried to work around this with its iaijutsu bonus damage, like sneak attack bonus damage, on a first strike off the draw.

So, again, the problem is not specific to guns; it's just worse for guns than for many other weapons. When you have a lethal one-shot weapon, like a dueling pistol or a Kentucky long rifle, and it can't kill another duelist or a deer (or a British officer), it's more jarring than if a kitchen knife can't kill someone on the first slash.

Bilbo is not worried about the spiders of Mirkwood - he knows that they can't kill him with a single chomp.
I'm pretty sure a huge monstrous spider could and would kill a first-level halfling rogue on its first successful bite. In fact, with a +9 attack bonus, it would likely hit, too.

(In fact, if we want to open a whole 'nuther bottle of worms, the problem with playing Bilbo in D&D is that he's not high-level, but he has a lot of plot-protection, which is normally implemented in D&D via high hit points.)

I love a blackpowder piece, but they were not much more effective than a crossbow - only faster.
Again, I think we've been talking past each other, because I have repeatedly made the point that early matchlock guns weren't much different from crossbows, and they could use the same stats, since armies of the time saw them as roughly equivalent.

D&D doesn't handle guns or crossbows "well" -- if you care about dueling, hunting, stopping a charge, etc. -- so the more important such missile weapons become, the weirder the game plays.

Join a recreation society - there are plenty in the US. Try blackpowder weapons, shoot some targets, get a feel for them.
What is it about blackpowder weapons that you think I'm misunderstanding?
 

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TheAuldGrump

First Post
I feel like we're talking past each other, because the samurai duel is an example I made earlier, in another thread, of a similar situation where D&D's hit points don't match either reality or, more importantly, genre expectations. And, of course, the 3E version of Oriental Adventurers tried to work around this with its iaijutsu bonus damage, like sneak attack bonus damage, on a first strike off the draw.

So, again, the problem is not specific to guns; it's just worse for guns than for many other weapons. When you have a lethal one-shot weapon, like a dueling pistol or a Kentucky long rifle, and it can't kill another duelist or a deer (or a British officer), it's more jarring than if a kitchen knife can't kill someone on the first slash.


I'm pretty sure a huge monstrous spider could and would kill a first-level halfling rogue on its first successful bite. In fact, with a +9 attack bonus, it would likely hit, too.

(In fact, if we want to open a whole 'nuther bottle of worms, the problem with playing Bilbo in D&D is that he's not high-level, but he has a lot of plot-protection, which is normally implemented in D&D via high hit points.)


Again, I think we've been talking past each other, because I have repeatedly made the point that early matchlock guns weren't much different from crossbows, and they could use the same stats, since armies of the time saw them as roughly equivalent.

D&D doesn't handle guns or crossbows "well" -- if you care about dueling, hunting, stopping a charge, etc. -- so the more important such missile weapons become, the weirder the game plays.


What is it about blackpowder weapons that you think I'm misunderstanding?
Really? You keep saying that blackpowder weapons need different rules.

They don't.

It is not 'worse for guns' - at least when you give them a decent damage and a good multiplier. In short, when you pretty much give them the same damage and crit multiplier as an axe. You get chopped with an axe, you can die. You get shot with a big soft ball, you can die.

A d10 or a d12 with a X3 multiplier is quite scary enough for blackpowder weapons - like your huge spider bite, it will put Bilbo in the ground with one lucky hit - from straight up damage from the large die, or the multiplier if you are really lucky. (For what it is worth, I picture the Mirkwood spiders as Large, not huge - but Tolkien was not trying to be a taxonomist of outsized arachnids.)

Chop Bilbo with a greataxe, you now have a half-halfling.

Shoot Bilbo with a musketoon and you have a halfling with a hole in the middle - each is equally dead.

In short - you are making things more complicated then they need to be.

If you want anything like realism from early guns - most shots didn't kill. People even survived shots to the neck. (Gustavus II Adolph coming to mind.)

Most shots that did kill were fatal days, weeks, or months after the battle - it was not unknown for a festering lung wound to kill years after it was inflicted.

And this was true for swords, bayonets, and axes - not just guns.

The grim truth is that most deaths were horribly delayed - infection, peritonitis, and loss of lung capacity.

You want realistic anything? Play something else.

I just assume that a weapon is a weapon - a tool designed for killing people.

In the real world axes were more lethal and easier to use than swords - swords needed training. An axe is likely a lot closer in lethality to a gun up into the 17th century than any sword.

The warhammer developed to penetrate armor.

The basic poky stick (i.e. spear, pike, lance) was the basic weapon for most of history - including the early twentieth century in the person of the bayonet. Good for standing off an enemy, at least until they get within its reach.

None of these need special rules, except for the long spears. The game does not really need or support such complication.

Clear enough now? If you are going to 'fix' one thing then fix all, don't concentrate on a single weapon, thinking that it is likely the only one shot, one kill weapon.

D&D also does not have proper rules for duels, be it with claymores, pistols, or katana. Oriental Adventures did try to address this, turning the samurai into a professional duelist.

It is also worth mentioning that the only known duel between a westerner and a samurai did not go as some might think - the samurai cut the Portuguese nearly in half, but it didn't much matter, since the samurai had been run through at the same time.... Neither had any defense for the other's attack, with tragic results. Again, dead is dead.

The Auld Grump
 

gamerprinter

Mapper/Publisher
I can see the logic of saying that all weapons are equally unrealistic, but I don't think they really are, because single-shot guns, which should work for dueling, hunting, or breaking the enemy line, simply don't work plausibly if that first and only shot has no chance of killing the opposing duelist, the deer, or the enemy officer.


The problem, as far as realism is concerned, is not that guns are insufficiently deadly; it's that they can't kill in one shot. (The only time they can kill with one shot is when the target is "weak" enough to be guaranteed to die in two shots.)

This stands out, because (a) period guns only had one shot, and (b) guns should be able to stop some troops closing to fight hand-to-hand.

D&D has never been about realism. As soon as one of my players goes on any kind of physics tangent regarding falling damage, guns, anything. I tell them to stop. What happens in real world physics sometimes is found in the attempt of a given mechanic. But it never truly follows physics, rather how best to represent something in a game. It's not about a realism.

Magic isn't about realism. Heck basic hand-to-hand combat in reality is different than a game. Some people die after one stab. Some people are stabbed a dozen times and live. No mechanic can duplicate that. So why pretend that it could. Realism is never the issue in an RPG...
 
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Dannyalcatraz

Schmoderator
Staff member
Supporter
It is also worth mentioning that the only known duel between a westerner and a samurai did not go as some might think - the samurai cut the Portuguese nearly in half, but it didn't much matter, since the samurai had been run through at the same time.... Neither had any defense for the other's attack, with tragic results. Again, dead is dead.

As I recall, there were reports of about a half-dozen duels that ended similarly, leading to special laws regarding duels between Eastern & Western warriors, including the use of Eastern proxies for Westerners, and vice versa, so that the participants would be matched by style...
 

mmadsen

First Post
You keep saying that blackpowder weapons need different rules.
We're definitely talking past each other, because I have not said that blackpowder weapons need different rules.

Here's what I have said:
So, again, the problem is not specific to guns; it's just worse for guns than for many other weapons. When you have a lethal one-shot weapon, like a dueling pistol or a Kentucky long rifle, and it can't kill another duelist or a deer (or a British officer), it's more jarring than if a kitchen knife can't kill someone on the first slash.
[...]
Again, I think we've been talking past each other, because I have repeatedly made the point that early matchlock guns weren't much different from crossbows, and they could use the same stats, since armies of the time saw them as roughly equivalent.

D&D doesn't handle guns or crossbows "well" -- if you care about dueling, hunting, stopping a charge, etc. -- so the more important such missile weapons become, the weirder the game plays.

What is it about blackpowder weapons that you think I'm misunderstanding?
Again, what is it about blackpowder weapons that you think I'm misunderstanding?


If you want anything like realism from early guns - most shots didn't kill. People even survived shots to the neck. (Gustavus II Adolph coming to mind.)

Again, we're talking past each other, because I've been quite explicit that real guns aren't hyper-lethal, and the solution is not to make guns do more damage in the game.

The problem, as far as realism is concerned, is not that guns are insufficiently deadly; it's that they can't kill in one shot. (The only time they can kill with one shot is when the target is "weak" enough to be guaranteed to die in two shots.)

The distribution is wrong. Death shouldn't arrive on the nth shot, with no deaths on the first shot and death guaranteed by the n+1th shot.

That's wrong for any weapon, but it's especially jarring for one-shot weapons. It breaks expectations -- both realistic expectations and action-story expectations -- when, say, a hold-up is a guaranteed non-issue, or a duel can't kill either party, or a hunter can't take down common game, or a sniper can't take out an officer.

In other areas where this problem is too jarring, we add coup-de-grace rules, or sneak attack bonus damage, or iaijutsu damage. I don't think those are a perfect fit for ordinary gun-fights, but they point to some other places where hit points and expectations don't match up well.


D&D has never been about realism. As soon as one of my players goes on any kind of physics tangent regarding falling damage, guns, anything. I tell them to stop. What happens in real world physics sometimes is found in the attempt of a given mechanic. But it never truly follows physics, rather how best to represent something in a game. It's not about a realism.

The issue doesn't have to revolve around gritty realism at all. The same issues stand out if we set our expectations by Hollywood action movies.

This isn't some gun-nut debate about .45 ACP vs. hollowpoint 9mm +P+ loads. This is about how what happens in the game world doesn't feel right to perfectly normal people playing the game. They may not be able to put their finger on exactly what's "unrealistic" about it, but it feels wrong.

Some people die after one stab. Some people are stabbed a dozen times and live. No mechanic can duplicate that. So why pretend that it could.
Of course there's a mechanic that could duplicate that. A simple save-or-die mechanic would duplicate that. It might have other problems, but it would duplicate that perfectly.
 
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Glade Riven

Adventurer
Well, whoever has these expectations of "guns and realism" issue with the game, I've never met them. The advocacy for that in the arguments showing up in this thread is by proxy. The complaint about guns almost always comes back to "it doesn't fit my idea of high fantasy" not "it breaks my suspension of disbelief."
 

ValhallaGH

Explorer
Well, whoever has these expectations of "guns and realism" issue with the game, I've never met them. The advocacy for that in the arguments showing up in this thread is by proxy. The complaint about guns almost always comes back to "it doesn't fit my idea of high fantasy" not "it breaks my suspension of disbelief."
This. It keeps coming back to this. People don't dislike the mechanics of guns, they dislike the very concept of firearms in their games.

The reasons they give vary but none of them I've come across have cited suspension of disbelief, realism, or similar points.
 

Hassassin

First Post
Well, whoever has these expectations of "guns and realism" issue with the game, I've never met them. The advocacy for that in the arguments showing up in this thread is by proxy. The complaint about guns almost always comes back to "it doesn't fit my idea of high fantasy" not "it breaks my suspension of disbelief."

Clearly there are some here who disagree. I think it's more accurate to say that there are many complaints about guns and people have their own versions of some.

For me it's mostly about the mechanics not supporting central tropes that recur in novels, movies and TV shows with guns. The Mexican standoff and the pistol duel are probably the most important ones.

Edit: And yes, [MENTION=1645]mmadsen[/MENTION] helped me "put my finger on it", thanks!
 


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