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<blockquote data-quote="Sword of Spirit" data-source="post: 6416404" data-attributes="member: 6677017"><p>The 3e DMG had rules for almost the exact same weapon technologies, and spent more word count on them. So nothing new here.</p><p></p><p></p><p></p><p>Yes!</p><p></p><p><a href="http://www.enworld.org/forum/content.php?1828-A-Chat-With-Mike-Mearls-Magazines-Settings-and-More!#.VEv9sVdZjzo" target="_blank">http://www.enworld.org/forum/content.php?1828-A-Chat-With-Mike-Mearls-Magazines-Settings-and-More!#.VEv9sVdZjzo</a></p><p></p><p>The whole interview is worth reading, but here is the relevant line:</p><p></p><p>"Most of the optional systems will show up in the Dungeon Master’s Guide. They focus on options that people can use to more closely mimic a specific edition or optional rules that people like having available. For instance, stuff like detailed rules for combat, gestalt characters, lingering wounds, and so forth. It feels kind of like a mash up of Unearthed Arcana for 3e and a traditional DMG."</p><p></p><p>This was from back in August, but hopefully it is all still valid.</p><p></p><p></p><p></p><p>It's also worth noting that Spelljammer (and 2e in general, I believe) treated gunpowder as the magical "smoke powder," it was rather expensive, and it didn't work in every crystal sphere. As I recall, it worked in the Forgotten Realms, but not Dragonlance or Greyhawk.</p><p></p><p>I think calling it an alchemical substance (that someone trained in alchemist's tools can make) is appropriate to recapture that feel, especially since herbalist kits allow the creation of explicitly magical <em>potions of healing</em>.</p><p></p><p>In my personal setting, it is only found in a certain isolate region where magic doesn't work as well. I'll probably make smoke powder not work on the rest of the world, or at least have a chance of not working. </p><p></p><p>Although in general I prefer to keep firearms out of my D&D, there are places and times where I really like having access to simple rules for renaissance firearms, so I'm glad they are there.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6416404, member: 6677017"] The 3e DMG had rules for almost the exact same weapon technologies, and spent more word count on them. So nothing new here. Yes! [URL]http://www.enworld.org/forum/content.php?1828-A-Chat-With-Mike-Mearls-Magazines-Settings-and-More!#.VEv9sVdZjzo[/URL] The whole interview is worth reading, but here is the relevant line: "Most of the optional systems will show up in the Dungeon Master’s Guide. They focus on options that people can use to more closely mimic a specific edition or optional rules that people like having available. For instance, stuff like detailed rules for combat, gestalt characters, lingering wounds, and so forth. It feels kind of like a mash up of Unearthed Arcana for 3e and a traditional DMG." This was from back in August, but hopefully it is all still valid. It's also worth noting that Spelljammer (and 2e in general, I believe) treated gunpowder as the magical "smoke powder," it was rather expensive, and it didn't work in every crystal sphere. As I recall, it worked in the Forgotten Realms, but not Dragonlance or Greyhawk. I think calling it an alchemical substance (that someone trained in alchemist's tools can make) is appropriate to recapture that feel, especially since herbalist kits allow the creation of explicitly magical [I]potions of healing[/I]. In my personal setting, it is only found in a certain isolate region where magic doesn't work as well. I'll probably make smoke powder not work on the rest of the world, or at least have a chance of not working. Although in general I prefer to keep firearms out of my D&D, there are places and times where I really like having access to simple rules for renaissance firearms, so I'm glad they are there. [/QUOTE]
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