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<blockquote data-quote="tglassy" data-source="post: 7606179" data-attributes="member: 6855204"><p>OMG, we're saying if you want to care if it's realistic then you need to care that ALL of it is realistic, not cherry pick things just cause you don't want it in your game. By hyperfocusing on Firearms and making sure they are "Realistic" to the point where they suck so nobody uses them, but not caring at all about how being able to use magic and create magical items should have shot 'technology' forward 10,000 years all one is doing is revealing their own hypocrisy. They don't want firearms in their game. Just say so. Otherwise, the DMG has a great answer to firearms. A Revolver does 2d8 piercing damage and has the Ammunition and Reload (6) properties. The end. If you really have to, add in a loud sound that can be heard however many feet away if you want, but there shouldn't be anything more than that. No need for thunder damage. No need for acrid smoke. Why does a revolver do that much damage? Because they're revolvers. They're fairly accurate, well made and are easier to use untrained. God didn't make men equal, Mr. Colt did. A child can pick up a revolver and kill someone a heck of a lot easier than if he picked up a sword or a bow. So the damage SHOULD be higher, and it should be a good option for someone who is not proficient. But a SKILLED gunslinger is many times more effective than a skilled swordsman or even a skilled archer. 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. </p><p></p><p>If you like the Renaissance feel of everyone lining up to take a shot and then charging, go with those guns instead. Pistol does 1d10 piercing damage and has the ammunition and loading property, which means only one shot a turn. The lower damage makes sense, as those guns were harder to use and required more skill than a revolver to be effective. Yeah, Rogues may just choose to reload and fire every turn, but anyone with Extra Attack will drop the gun and pull out their melee weapons unless they have the means to ignore the Loading property. 1d10 isn't enough damage to warrant forgoing an extra attack.</p></blockquote><p></p>
[QUOTE="tglassy, post: 7606179, member: 6855204"] OMG, we're saying if you want to care if it's realistic then you need to care that ALL of it is realistic, not cherry pick things just cause you don't want it in your game. By hyperfocusing on Firearms and making sure they are "Realistic" to the point where they suck so nobody uses them, but not caring at all about how being able to use magic and create magical items should have shot 'technology' forward 10,000 years all one is doing is revealing their own hypocrisy. They don't want firearms in their game. Just say so. Otherwise, the DMG has a great answer to firearms. A Revolver does 2d8 piercing damage and has the Ammunition and Reload (6) properties. The end. If you really have to, add in a loud sound that can be heard however many feet away if you want, but there shouldn't be anything more than that. No need for thunder damage. No need for acrid smoke. Why does a revolver do that much damage? Because they're revolvers. They're fairly accurate, well made and are easier to use untrained. God didn't make men equal, Mr. Colt did. A child can pick up a revolver and kill someone a heck of a lot easier than if he picked up a sword or a bow. So the damage SHOULD be higher, and it should be a good option for someone who is not proficient. But a SKILLED gunslinger is many times more effective than a skilled swordsman or even a skilled archer. 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. If you like the Renaissance feel of everyone lining up to take a shot and then charging, go with those guns instead. Pistol does 1d10 piercing damage and has the ammunition and loading property, which means only one shot a turn. The lower damage makes sense, as those guns were harder to use and required more skill than a revolver to be effective. Yeah, Rogues may just choose to reload and fire every turn, but anyone with Extra Attack will drop the gun and pull out their melee weapons unless they have the means to ignore the Loading property. 1d10 isn't enough damage to warrant forgoing an extra attack. [/QUOTE]
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