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<blockquote data-quote="ledded" data-source="post: 1871737" data-attributes="member: 12744"><p>Yes, I've seen those rules before, but I like your nuances. Personally, I prefer to research most weapons as best I can to use as a base to establish the physics of them, then you can work up to fantastic from there. I don't, however, expect anyone else to care at all <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. The firearm creation rules that I've been trying to work up myself allow you to build firearms from the advent of gunpowder all the way up to the mid-late 1800's, and follows the historical development of firearms as a guideline, but then even includes things that never existed or are just simply fantastic. They should be simple enough to add a nice flavor to our campaign while still be granular enough for those that like more 'beef' to their guns. Whether they are or not I don't know, but at least I'll have the comfort of them being well-researched <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p><p> </p><p>I do have a few pet peeves with the typical rpg treatment of some melee weapons (particularly WotC). But it's not so much "this is different from the real world" or "these never existed" as it is "the physics of their weight or configuration stats make the weapon impossible to use effectively in a world that has simple nuances similar to the real world, like, oh, gravity and centripetal force". But that's just me. If there are folks that want dire flails or double-bladed longswords or 15 lb greatswords to not only work but be viable options, more power to them; to me it's a decision on campaign world physics more than it is game balance or design. I've played Star Wars with blaster pistols and lightsabers, and those are pretty out there from a historical *or* physics standpoint. </p><p> </p><p>There is a slightly petty and peverse part of me, however, that would like to see a game designer actually go outside and swing a dire flail around for a few minutes. That would almost be as good as that video of that guy on the QVC channel selling cheap stainless steel katanas that are "as good as the originals" banging one on his table for demonstration of it's strength, when it prompty broke and injured him. Nearly a Darwin Awards candidate.</p></blockquote><p></p>
[QUOTE="ledded, post: 1871737, member: 12744"] Yes, I've seen those rules before, but I like your nuances. Personally, I prefer to research most weapons as best I can to use as a base to establish the physics of them, then you can work up to fantastic from there. I don't, however, expect anyone else to care at all :). The firearm creation rules that I've been trying to work up myself allow you to build firearms from the advent of gunpowder all the way up to the mid-late 1800's, and follows the historical development of firearms as a guideline, but then even includes things that never existed or are just simply fantastic. They should be simple enough to add a nice flavor to our campaign while still be granular enough for those that like more 'beef' to their guns. Whether they are or not I don't know, but at least I'll have the comfort of them being well-researched :). I do have a few pet peeves with the typical rpg treatment of some melee weapons (particularly WotC). But it's not so much "this is different from the real world" or "these never existed" as it is "the physics of their weight or configuration stats make the weapon impossible to use effectively in a world that has simple nuances similar to the real world, like, oh, gravity and centripetal force". But that's just me. If there are folks that want dire flails or double-bladed longswords or 15 lb greatswords to not only work but be viable options, more power to them; to me it's a decision on campaign world physics more than it is game balance or design. I've played Star Wars with blaster pistols and lightsabers, and those are pretty out there from a historical *or* physics standpoint. There is a slightly petty and peverse part of me, however, that would like to see a game designer actually go outside and swing a dire flail around for a few minutes. That would almost be as good as that video of that guy on the QVC channel selling cheap stainless steel katanas that are "as good as the originals" banging one on his table for demonstration of it's strength, when it prompty broke and injured him. Nearly a Darwin Awards candidate. [/QUOTE]
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