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General Tabletop Discussion
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Firearms: Yes or No
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<blockquote data-quote="Inconsequenti-AL" data-source="post: 1558675" data-attributes="member: 6584"><p>A tentative yes... Depending on how it's handled.</p><p></p><p>I rather like the look and idea of gunpowder weapons in DnD games. But IMO, many systems overstimate the power of firearms. Given that suspension of disbelief has made being hit with a greatsword do '2D6' damage with a '19-20 critical' - people see that as reasonable. I don't see why a primitive gun should be more lethal than that? </p><p></p><p>I also think that a skilled bowman should be more lethal at ranged combat than conscripts with fairly simple gunpowder weapons... <em>The Last Samurai</em> had that about right for me. Right down to the impact a machinegun should have!</p><p></p><p>Do many people use enchanted firarms? I figure there's plenty of room for cool enchantments: Self/faster reloading, pouches that stop ammo exploding (bag of holding?) and similar...</p><p></p><p></p><p>One mechanic I'm considering, for a 'swashbuckly' game, is to have levels of proficiency work differently for firearms. Use the usual simple > martial > exotic, but the weapons and chances to hit are the same at each level, but the reload times are reduced. Figure it models things in a way I like...</p><p></p><p>I'm thinking of having exotic be a kind of fantasy John Woo - simply because I think it's fun. So, I'm going to steal and combine the RuneLock pistols idea - just to make sure no-one confuses them with 'realistic' guns. <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>Ideally they'd come out as a good alternative to bows but not overpoweringly so.</p></blockquote><p></p>
[QUOTE="Inconsequenti-AL, post: 1558675, member: 6584"] A tentative yes... Depending on how it's handled. I rather like the look and idea of gunpowder weapons in DnD games. But IMO, many systems overstimate the power of firearms. Given that suspension of disbelief has made being hit with a greatsword do '2D6' damage with a '19-20 critical' - people see that as reasonable. I don't see why a primitive gun should be more lethal than that? I also think that a skilled bowman should be more lethal at ranged combat than conscripts with fairly simple gunpowder weapons... [I]The Last Samurai[/I] had that about right for me. Right down to the impact a machinegun should have! Do many people use enchanted firarms? I figure there's plenty of room for cool enchantments: Self/faster reloading, pouches that stop ammo exploding (bag of holding?) and similar... One mechanic I'm considering, for a 'swashbuckly' game, is to have levels of proficiency work differently for firearms. Use the usual simple > martial > exotic, but the weapons and chances to hit are the same at each level, but the reload times are reduced. Figure it models things in a way I like... I'm thinking of having exotic be a kind of fantasy John Woo - simply because I think it's fun. So, I'm going to steal and combine the RuneLock pistols idea - just to make sure no-one confuses them with 'realistic' guns. :) Ideally they'd come out as a good alternative to bows but not overpoweringly so. [/QUOTE]
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