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<blockquote data-quote="Salamandyr" data-source="post: 5552137" data-attributes="member: 40233"><p>The once per round and once every other round for crossbows was considerably slower back in 1e & 2e when a round was considered a minute long. 3e kept the rate of fire but changed the amount of in-game time a round consisted of.</p><p></p><p>I don't care for guns in my fantasy campaigns, because inevitably <em>it seems</em>, guns lead to clockworks, which leads to steam engines, which leads to tinker gnomes, which leads to steam powered clockwork flying aircraft that somehow work in defiance of the laws of physics while still being explicitly non-magic. And everybody seems to love it but me, whose fantasy preferences seem to have crystallized around the time of Hyborea, Thieve's World, and Lankhmar. (think I'm wrong? They're making a steampunk <em>Three Musketeers</em>! In what way does that make sense? "It's got swords and guns! It must be steampunk!" Okay, I'll stop now).</p><p></p><p>I think I'd be okay with guns in a historic sense, especially in a campaign with toned down magic. They exist, the good guys and bad guys will occasionally carry a pistol. NPC mooks fire off ineffectual rifle fire on occasion, but most times, real fighting comes back down to swords and sinews (kind of the way guns always seem to work in martial arts movies). But in reality, I prefer a technology level around 8th or 9th century, or even going back further, to the Classical period, with a bit of handwaving on the quality of swords available.</p></blockquote><p></p>
[QUOTE="Salamandyr, post: 5552137, member: 40233"] The once per round and once every other round for crossbows was considerably slower back in 1e & 2e when a round was considered a minute long. 3e kept the rate of fire but changed the amount of in-game time a round consisted of. I don't care for guns in my fantasy campaigns, because inevitably [I]it seems[/I], guns lead to clockworks, which leads to steam engines, which leads to tinker gnomes, which leads to steam powered clockwork flying aircraft that somehow work in defiance of the laws of physics while still being explicitly non-magic. And everybody seems to love it but me, whose fantasy preferences seem to have crystallized around the time of Hyborea, Thieve's World, and Lankhmar. (think I'm wrong? They're making a steampunk [I]Three Musketeers[/I]! In what way does that make sense? "It's got swords and guns! It must be steampunk!" Okay, I'll stop now). I think I'd be okay with guns in a historic sense, especially in a campaign with toned down magic. They exist, the good guys and bad guys will occasionally carry a pistol. NPC mooks fire off ineffectual rifle fire on occasion, but most times, real fighting comes back down to swords and sinews (kind of the way guns always seem to work in martial arts movies). But in reality, I prefer a technology level around 8th or 9th century, or even going back further, to the Classical period, with a bit of handwaving on the quality of swords available. [/QUOTE]
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