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<blockquote data-quote="Sacrosanct" data-source="post: 7606241" data-attributes="member: 15700"><p>It is a weird thing. I would initially think it's because firearms are modern, and people may have real experience with them, or that we see firearms associated with grit in our media (post apoc movies, etc). But then I remember in the movies, there's no realism with firearms. Especially movies from the 80s, where a machine gun could chop down a forest, and magazines never went empty <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> </p><p></p><p>I have a pretty good background with firearms. As far as I can tell, there are 2 major issues with firearms in D&D that come up:</p><p></p><p>1. As you and others have said, people seem to hold them to realism standard when they don't with any other weapon.</p><p>2. Making firearms realistic would ruin the game for most people because most people don't want to look up the charts and apply the dozens of factors that impact ballistics in their games. As a game designer, I've designed games with firearms. I recall one day when I stepped back and looked at what I had: many pages of tables and charts. Lists of all the ammunition types and the affects they have in penetration and wound channels, and tables of ballistic protection levels of various materials, and bullet drop and wind calculations, etc etc. It was too much. Way to complicated. No one would want that. And that was a stand alone game. Trying to cram all of that into D&D? Better just to assign a range and damage and call it good.</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 7606241, member: 15700"] It is a weird thing. I would initially think it's because firearms are modern, and people may have real experience with them, or that we see firearms associated with grit in our media (post apoc movies, etc). But then I remember in the movies, there's no realism with firearms. Especially movies from the 80s, where a machine gun could chop down a forest, and magazines never went empty ;) I have a pretty good background with firearms. As far as I can tell, there are 2 major issues with firearms in D&D that come up: 1. As you and others have said, people seem to hold them to realism standard when they don't with any other weapon. 2. Making firearms realistic would ruin the game for most people because most people don't want to look up the charts and apply the dozens of factors that impact ballistics in their games. As a game designer, I've designed games with firearms. I recall one day when I stepped back and looked at what I had: many pages of tables and charts. Lists of all the ammunition types and the affects they have in penetration and wound channels, and tables of ballistic protection levels of various materials, and bullet drop and wind calculations, etc etc. It was too much. Way to complicated. No one would want that. And that was a stand alone game. Trying to cram all of that into D&D? Better just to assign a range and damage and call it good. [/QUOTE]
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