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<blockquote data-quote="BiggusGeekus" data-source="post: 2233095" data-attributes="member: 1014"><p>Solutions for game-world balance (always tricky)</p><p></p><p>1) gunpowder is susceptible to fire magic. This is my favorite option. It set up a nice magic-vs-technology theme.</p><p></p><p>2) Exotic Weap Prof route. I tried this. You end up with fighters and wizards with guns while rogues and bards tend to shy away from them. Then all you need is some history buff reading about King Henry VIII unit of guards that had guns built into their shields and it's all over. Plus, the guy who took the feat figure he's now Johnny Alchemist and starts building bombs. All this really does is encourage wizards to take a level of fighter. For world blancing it's a little weird because all the player wizards are encouraged to use a gun the way the rules are set up, but none of the NPC wizards will have them.</p><p></p><p>3) Simple Weap Prof with "to hit" penalty. This is a great way to include guns while discouraging their use. Players <em>hate</em> to hit penalties. A nice -1 hit penalty combined with a slow reload rate will reflect real-world concerns and make the longbow a more attractive option. Of course, in real life, people had to train for a long time just to be a <em>bad</em> shot with a longbow, but let's not go there right now. The penalties are reason enough for NPCs not to take the weapon seriously. If you go this route, you should rule that a natural 1 on an alchemy check to muddle with gunpowder sets the stuff off automatically. Then allow a feat with a prerequisite of five ranks in Alchemy to avoid this kind of thing from happening. </p><p></p><p>4) Wacko physics. I personally hate this option, but that's just me. Require that gunpowder requires, oh I dunno, fairy dust or whatever. This makes it more expensive to use. Great way to balance the game world. Only nobles and other wealthy folk will use guns. But this kind of thing drives me buggo. What's next? Water has a different boiling point? Bleah.</p><p></p><p>Just my two cents!</p></blockquote><p></p>
[QUOTE="BiggusGeekus, post: 2233095, member: 1014"] Solutions for game-world balance (always tricky) 1) gunpowder is susceptible to fire magic. This is my favorite option. It set up a nice magic-vs-technology theme. 2) Exotic Weap Prof route. I tried this. You end up with fighters and wizards with guns while rogues and bards tend to shy away from them. Then all you need is some history buff reading about King Henry VIII unit of guards that had guns built into their shields and it's all over. Plus, the guy who took the feat figure he's now Johnny Alchemist and starts building bombs. All this really does is encourage wizards to take a level of fighter. For world blancing it's a little weird because all the player wizards are encouraged to use a gun the way the rules are set up, but none of the NPC wizards will have them. 3) Simple Weap Prof with "to hit" penalty. This is a great way to include guns while discouraging their use. Players [i]hate[/i] to hit penalties. A nice -1 hit penalty combined with a slow reload rate will reflect real-world concerns and make the longbow a more attractive option. Of course, in real life, people had to train for a long time just to be a [i]bad[/i] shot with a longbow, but let's not go there right now. The penalties are reason enough for NPCs not to take the weapon seriously. If you go this route, you should rule that a natural 1 on an alchemy check to muddle with gunpowder sets the stuff off automatically. Then allow a feat with a prerequisite of five ranks in Alchemy to avoid this kind of thing from happening. 4) Wacko physics. I personally hate this option, but that's just me. Require that gunpowder requires, oh I dunno, fairy dust or whatever. This makes it more expensive to use. Great way to balance the game world. Only nobles and other wealthy folk will use guns. But this kind of thing drives me buggo. What's next? Water has a different boiling point? Bleah. Just my two cents! [/QUOTE]
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