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Fantasy Gun Control
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<blockquote data-quote="Scurvy_Platypus" data-source="post: 5549080" data-attributes="member: 43283"><p>*shrug*</p><p></p><p>I'm fine with guns in my fantasy. But I never really got the "I hate psionics" either.</p><p></p><p>To me, wands _are_ the fantasy version of guns. The fact that they can be loaded up with something other than fireballs doesn't change the essential nature of them as far as I'm concerned. The "distinction" of a gun "being able to be picked up and used by anyone, but a wand can't be!!!" is insignificant enough as to not exist in my own view.</p><p></p><p>As for the mechanics.... *shrug*</p><p></p><p>It's a tough call. You've got people that want it to be "realistic" but "realistic" also doesn't usually make for "fun", unless the person in question is into pretty "gritty" stuff to begin with. Lots of people have a disconnect where a "gun" is doing similar damage to a bow. You start getting into optimisation things, with people either saying guns are worthless in comparison to a bow or nobody will ever take a bow because guns are too good.</p><p></p><p>Shuffling guns into the "magic" area seems to calm things down at least somewhat because "magic" is usually accepted as having funky limitations, in a way that "ordinary" weapons aren't.</p><p></p><p>Ultimately though... lots of folks want their D&D looking like pseudo-medieval earth with a bit of magic tossed in. In figuring out the _hows_ (mechanics) of guns, you need to explicitly design them with the setting in mind; too many people offer up mechanics without giving the context of the setting for which these mechanics are supposed to be operating within. For better or worse "D&D" isn't just a rule set, it's got settings (both implicit as well as explicit) and people really need to provide more context.</p></blockquote><p></p>
[QUOTE="Scurvy_Platypus, post: 5549080, member: 43283"] *shrug* I'm fine with guns in my fantasy. But I never really got the "I hate psionics" either. To me, wands _are_ the fantasy version of guns. The fact that they can be loaded up with something other than fireballs doesn't change the essential nature of them as far as I'm concerned. The "distinction" of a gun "being able to be picked up and used by anyone, but a wand can't be!!!" is insignificant enough as to not exist in my own view. As for the mechanics.... *shrug* It's a tough call. You've got people that want it to be "realistic" but "realistic" also doesn't usually make for "fun", unless the person in question is into pretty "gritty" stuff to begin with. Lots of people have a disconnect where a "gun" is doing similar damage to a bow. You start getting into optimisation things, with people either saying guns are worthless in comparison to a bow or nobody will ever take a bow because guns are too good. Shuffling guns into the "magic" area seems to calm things down at least somewhat because "magic" is usually accepted as having funky limitations, in a way that "ordinary" weapons aren't. Ultimately though... lots of folks want their D&D looking like pseudo-medieval earth with a bit of magic tossed in. In figuring out the _hows_ (mechanics) of guns, you need to explicitly design them with the setting in mind; too many people offer up mechanics without giving the context of the setting for which these mechanics are supposed to be operating within. For better or worse "D&D" isn't just a rule set, it's got settings (both implicit as well as explicit) and people really need to provide more context. [/QUOTE]
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