Azzy
ᚳᚣᚾᛖᚹᚢᛚᚠ (He/Him)
Ever played GURPS?
If you want hyper-realism, play GURPS—don't try to inject it into D&D, it's completely out of place.
Ever played GURPS?
If you want hyper-realism, play GURPS—don't try to inject it into D&D, it's completely out of place.
This is what generally happens—you start talking about firearms in D&D, and suddenly people are concerned with "realism" in a game where other weapons, armor, creatures, settings, etc. are inherently unrealistic.
I've seen marksmen who can fire six shots out of a revolver, reload, and then fire another six shots in LESS THAN FIVE SECONDS. That's ten shots a round. The only one who will come that close in the game is a lvl 17 fighter with action surge and Haste, but if you wanna be REALISTIC, then there's no reason someone who is proficient with firearms can't do the same thing.
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Not to be nit picky, but with melee attacks, an "attack" isn't just one swing of the sword. Since the beginning of D&D, a PC's attack represents several swings, parries, etc summed up into one attack roll. We've always just narrated it as one attack, but that's not how it's actually represented.
Not to be nit picky, but with melee attacks, an "attack" isn't just one swing of the sword. Since the beginning of D&D, a PC's attack represents several swings, parries, etc summed up into one attack roll. We've always just narrated it as one attack, but that's not how it's actually represented.
I need not demonstrate it when this thread does an excellent job for me. I'm simply pointing out the inherent irrationality of trying to assert hyper-"realism" (or, more often, a false perception of realism) on the mechanics of firearms in a game the eschews such realism on other weapons or other aspects of the game. A nice example has been provided here in wanting firearms to be deafening despite similarly loud sounds from spells not being so. This all typically leads to bad game design that is punishing, kuldgy, and/or unecessary.
Instead, rules need to be playable, in keeping with the other rules of the game, and not add undue or unnecessary complexity.