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<blockquote data-quote="Celebrim" data-source="post: 7609453" data-attributes="member: 4937"><p>I've totally not got any problem with that. And it could even have color of realism at least in the loading times if you patterned the technology after say late 18th century flintlock muskets or even 19th century caplocks. One round of loading probably isn't going to be game breaking if you don't otherwise load the firearm up with realistic or fantastic advantages. Keep damage, range, and penetrating power under control and you basically have a potent crossbow, and crossbows in D&D have never exactly dominated gameplay. </p><p></p><p>Back on the subject of how much realism do you want, and why you don't have to be consistent, part of the answer to that is simply, "What's fun is unique to an individual and a group." A bit more elaborately, what sort of realism a person cares about depends on what they are passionate about, what sort of fiction that they've been exposed to, and what sort of fiction that they've previously explored. A person or a group could very easily go, "Last time we played we explored realism in this area, but this time maybe we'll use less detail in that area and introduce a new realistic element in another." There's no rule regarding what realism you have to use. And there is no rule that says, "You can't be realistic about this."</p><p></p><p>If I ran a game with firearms for a guy who was a historical reinactor and was simply nuts about historical firearms, what level of detail I'd need to go into to suspend his disbelief and stoke his interest is different than what I'd need to go into for a table of average 14 year olds playing pirates. There is no right and wrong here. It's all about achieving a particular effect. I've never felt the need to go into things like temporary hearing loss and clouds of smoke building up from firearms discharge, but if you want to go there, that sounds cool. Indeed, for me all the discussion of how there was no need for temporary hearing loss due to firearms discharge because there were these loud spells that didn't do that, only convinced me that it would be cool if temporary hearing loss was a side effect of a loud spell.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7609453, member: 4937"] I've totally not got any problem with that. And it could even have color of realism at least in the loading times if you patterned the technology after say late 18th century flintlock muskets or even 19th century caplocks. One round of loading probably isn't going to be game breaking if you don't otherwise load the firearm up with realistic or fantastic advantages. Keep damage, range, and penetrating power under control and you basically have a potent crossbow, and crossbows in D&D have never exactly dominated gameplay. Back on the subject of how much realism do you want, and why you don't have to be consistent, part of the answer to that is simply, "What's fun is unique to an individual and a group." A bit more elaborately, what sort of realism a person cares about depends on what they are passionate about, what sort of fiction that they've been exposed to, and what sort of fiction that they've previously explored. A person or a group could very easily go, "Last time we played we explored realism in this area, but this time maybe we'll use less detail in that area and introduce a new realistic element in another." There's no rule regarding what realism you have to use. And there is no rule that says, "You can't be realistic about this." If I ran a game with firearms for a guy who was a historical reinactor and was simply nuts about historical firearms, what level of detail I'd need to go into to suspend his disbelief and stoke his interest is different than what I'd need to go into for a table of average 14 year olds playing pirates. There is no right and wrong here. It's all about achieving a particular effect. I've never felt the need to go into things like temporary hearing loss and clouds of smoke building up from firearms discharge, but if you want to go there, that sounds cool. Indeed, for me all the discussion of how there was no need for temporary hearing loss due to firearms discharge because there were these loud spells that didn't do that, only convinced me that it would be cool if temporary hearing loss was a side effect of a loud spell. [/QUOTE]
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