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<blockquote data-quote="Imaculata" data-source="post: 7607966" data-attributes="member: 6801286"><p>I don't think that is true.</p><p></p><p></p><p></p><p>Of course. But the players have plenty of access to healing and protection of all kinds. Deadlier combat simply means the players will have to play differently, and think more about their strategies.</p><p></p><p></p><p></p><p>This is a fair point, which is why I think any spells and special abilities that work against projectiles, should also work against bullets. This includes any abilities to deflect arrows with your fists. All it takes is one level 1 protection spell to protect yourself against all firearms (excluding cannons/siege weapons). And just like that spellcasters have a very important role in a setting with firearms. It also means the players will face opponents that have a mage/wizard of their own to deal with their weapons. And I strongly feel this balances things out by quite a lot.</p><p></p><p></p><p></p><p>No, I don't think that is good enough. I also want my players to have a good strategical reason to use their weapons. Having them use firearms is just as important to me as having them occasionally switch to melee weapons when the situation calls for it. I don't want to tell them "Hey, just use firearms okay?". In a setting that revolves around firearms, I feel firearms should kick butt, but with a specific place for melee weapons as well.</p><p></p><p></p><p></p><p>I agree entirely. And in addition, I feel it is my job as a DM to design my combat encounters in such a way as to challenge my players, and to occasionally approach things differently. By running a campaign that revolves strongly around firearms, I'm also using this as an opportunity to get my players out of their comfort zone. This is why I want firearms in my campaign to be deadly, because it means the players are forced to approach combat differently. And the fact that these weapons are highly susceptible to moisture, jamming and to anti-projectile spells, means that the players have to respond to situations that they are not used to dealing with in D&D. </p><p></p><p>For example, I had a fire fight in my campaign with a hold that was quickly filling up with water. Not only did the water incrementally slow their movement, but they were forced to keep their weapons above water. And getting tackled by an enemy would mean their gun would get wet, rendering their most powerful asset useless. This style of play opens up so many options to me as a DM to challenge my players.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7607966, member: 6801286"] I don't think that is true. Of course. But the players have plenty of access to healing and protection of all kinds. Deadlier combat simply means the players will have to play differently, and think more about their strategies. This is a fair point, which is why I think any spells and special abilities that work against projectiles, should also work against bullets. This includes any abilities to deflect arrows with your fists. All it takes is one level 1 protection spell to protect yourself against all firearms (excluding cannons/siege weapons). And just like that spellcasters have a very important role in a setting with firearms. It also means the players will face opponents that have a mage/wizard of their own to deal with their weapons. And I strongly feel this balances things out by quite a lot. No, I don't think that is good enough. I also want my players to have a good strategical reason to use their weapons. Having them use firearms is just as important to me as having them occasionally switch to melee weapons when the situation calls for it. I don't want to tell them "Hey, just use firearms okay?". In a setting that revolves around firearms, I feel firearms should kick butt, but with a specific place for melee weapons as well. I agree entirely. And in addition, I feel it is my job as a DM to design my combat encounters in such a way as to challenge my players, and to occasionally approach things differently. By running a campaign that revolves strongly around firearms, I'm also using this as an opportunity to get my players out of their comfort zone. This is why I want firearms in my campaign to be deadly, because it means the players are forced to approach combat differently. And the fact that these weapons are highly susceptible to moisture, jamming and to anti-projectile spells, means that the players have to respond to situations that they are not used to dealing with in D&D. For example, I had a fire fight in my campaign with a hold that was quickly filling up with water. Not only did the water incrementally slow their movement, but they were forced to keep their weapons above water. And getting tackled by an enemy would mean their gun would get wet, rendering their most powerful asset useless. This style of play opens up so many options to me as a DM to challenge my players. [/QUOTE]
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