I don't think there is a bunker strong enough to endure the fanbase exploding over this.
It's unlikely a musketeer would get to fire his musket more than 6 times in a battle - chances are he would have either won or been overwhelmed long before - especially against enemies with magic missile wands, who would have time for around 4 shots whilst the musketeer was still reloading. Musketeers would carry enough powder and shot for maybe a dozen shots into battle - and that was being optimistic. And there is no way any musket would fire 1000 shots in it's lifetime - it's chamber would wear out or it would catastrophically misfire long before then. 100 shots maybe, if well maintained.
And without competitive primitive firearms, there is no incentive to develop more advanced versions, even supposing a gunpowder equivalent even exists on Eberron (using a tiny magic fireball as a propellent is much more plausible in the setting). Much more effective to set your artificers working on cheep Firebolt wands or crossbows that fire force bolts.
My idea for guns in Eberron was that the ancient Dhakaani Empire had weapons known as "boomsticks" that were guns, but the Goblins lost knowledge of how to make such weapons after the Dhakaani Empire fell.
Another alternative I've pondered is fluffing it as a Cantrip strength variant of Thunderwave plus a runically enhanced firing barrel to fire projectiles with pure air pressure. In other words, rather than alchemical gunpowder substitutes you'd be using magically powered airsoft guns strong enough to do actual damage. It would explain why the weapons can't be handed to just anyone, get more powerful as you go up in level, and are easily enhanced with extra magical effects. They'd be a pretty specialized weapon, but so is most of what PCs get up to, and you can just figure most Gunsmiths make their own guns.
NPC Wandslingers can't generally cast spells without a wand. Remember in Eberron PCs are unusual. Its like why there are a lot more magewrights than artificers in the world: PC caster classes are much rarer than NPC Wandslingers, and much less limited.
Yep. If a player was dead-set on playing the Gunsmith Artificer, and wasn't willing to adjust it to fit in with the setting, having them be unique would be the way that you could allow them to without dissonance. They're the mad inventor who has developed something completely off the charts, and it will only work for them due to their knowledge of the magic involved.
But why would you want to use magical fire/electricity to propel a lead ball down an adamantine tube when with the same magic and fewer materials you could simply shoot the fire/lightning directly at the target?! It's adding over-complication to achieve a less effective outcome (since in D&D non-magical bludgeoning damage is less effective than fire/lightning damage).
Last Monday of February, yet no sign of it. Disappointing.
Feb 28th, 11:59 pm
Feb 28th, 11:59 pm