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Firearms in D&D
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<blockquote data-quote="mmadsen" data-source="post: 1858692" data-attributes="member: 1645"><p>Agreed. I had to throw the fear effect in though, because it's perhaps the chief advantage of early firearms. In a fantasy world full of fireballs and giants, guns might not be exceptionally frightening -- or we should remember to treat magic and monsters as <em>really</em> frightening to normal troops.</p><p></p><p>What in particular do you like about those rules, and what are you looking for in firearm rules? </p><p></p><p>I like the idea of crossbows and arquebuses being roughly equivalent -- the conquistadors, for instance, used both -- with longbows offering a much higher rate of "fire" (but only in the hands of experts).</p><p></p><p>And I like the idea of early matchlocks burning their fuse continuously ("tssssss.....") -- but that doesn't require any rules.</p><p></p><p>Agreed.</p></blockquote><p></p>
[QUOTE="mmadsen, post: 1858692, member: 1645"] Agreed. I had to throw the fear effect in though, because it's perhaps the chief advantage of early firearms. In a fantasy world full of fireballs and giants, guns might not be exceptionally frightening -- or we should remember to treat magic and monsters as [i]really[/i] frightening to normal troops. What in particular do you like about those rules, and what are you looking for in firearm rules? I like the idea of crossbows and arquebuses being roughly equivalent -- the conquistadors, for instance, used both -- with longbows offering a much higher rate of "fire" (but only in the hands of experts). And I like the idea of early matchlocks burning their fuse continuously ("tssssss.....") -- but that doesn't require any rules. Agreed. [/QUOTE]
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