Reynard
aka Ian Eller
I feel like you are trying to move the goalposts here.cleave mastery lets you hit multiple targets, I'd allow it for ranged weapons too
Guns don't need to work like fireball wands, they need to work like crossbows. That's all.
I feel like you are trying to move the goalposts here.cleave mastery lets you hit multiple targets, I'd allow it for ranged weapons too
As a big optional rules guy, I like the concept of a foundational core. I'd vote to not put firearms in that core since its a pretty divisive topic for D&D. I've always viewed supplemental material as GM and player discussion territory.Here is an interesting tangential discussion: assuming guns are not mechanically disruptive, should they be found in the PHB equipment list? There usual placement in the DMG implicitly gives the DM authority over that aspect of world building (plus genre and tone to some degree). But in recent times, players are often expected to have much more input on the world building aspects of D&D. So if guns are in the PHB, that lets a player decide whether they exist, no?
I'm glad to see players think through their problems and treat "combat as war," coming up with ingenious ways through or around encounters.A lot of things besides a gun can be used to accomplish the same thing.
Poison and fire are great for taking out enemies without getting close.
Dumping oil down a hole and lighting it, spiking the wine at the bandits tavern, leaving a posion corpse for the troublesome owl bear, using shape change to do bombing runs, the necklace of fireball and your familiar, just animating undead and sending them into fight, the list goes on.
Honest access to blackpowder as an explosive is more troublesome than the actual guns. Especially when you can combine blackpowder and magic.
Fill some skeletons rib cage with a barrel bomb and send them in mass toward the enemy.
RPGs are always going to have ways for clever players to avoid a straight up fight with or without guns. The question is if that is a bug or a feature for your favored playstyle.
Doesn't combat as war just demand effectiveness, and ingenuity only matters if there is no tried and true way of getting the job done?I'm glad to see players think through their problems and treat "combat as war," coming up with ingenious ways through or around encounters.
I don't think there's anything particularly ingenious, creative, or clever about using a rifle, longbow, or crossbow to kill a foe from 1000+ft.
I agree with @paynAs a big optional rules guy, I like the concept of a foundational core. I'd vote to not put firearms in that core since its a pretty divisive topic for D&D. I've always viewed supplemental material as GM and player discussion territory.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.