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<blockquote data-quote="SKyOdin" data-source="post: 5399348" data-attributes="member: 57939"><p>I don't think anyone has brought up the idea of arbitrarily disallowing the use of gunpowder outside of guns. I am not sure where you pulled that from.</p><p> </p><p>That's hyperbole. No one has been saying anything like that. People have been disputing the necessity of complex additional rules such as failure rates and so on. No one has even suggested using identical stats for a musket and a longbow so far.</p><p></p><p>To be honest though, it would be much simpler to model a modern or futuristic weapon in D&D than an early modern firearm. The only big thing that causes the need for additional rules is tracking the ammo loaded in the gun. People know that older guns needed to be reloaded after every shot, and generally don't like hand-waving that away. However, that problem doesn't exist for more modern or futuristic weaponry. A laser rifle could conceivably be powered by a battery that won't run out in combat, so it dodges the ammo tracking concerns. Modern guns on the other hand can be quickly reloaded by swapping magazines, which is so fast that it wouldn't even take an action. You could abstract out bullet tracking to the same degree that people track arrows in D&D currently. So the concerns about reloading go away with modern weapons, making them arguably a better fit for D&D than older firearms.</p><p> </p><p></p><p>Meh, D20 Modern worked well enough for me, and it used the 3E D&D rules for guns and sci-fi weapons. I don't see what those rules are lacking. Can you point out what <em>would</em> be needed for gun rules in your opinion? We can't have a discussion if all you say is "no, that won't work" without any explanation of why.</p></blockquote><p></p>
[QUOTE="SKyOdin, post: 5399348, member: 57939"] I don't think anyone has brought up the idea of arbitrarily disallowing the use of gunpowder outside of guns. I am not sure where you pulled that from. That's hyperbole. No one has been saying anything like that. People have been disputing the necessity of complex additional rules such as failure rates and so on. No one has even suggested using identical stats for a musket and a longbow so far. To be honest though, it would be much simpler to model a modern or futuristic weapon in D&D than an early modern firearm. The only big thing that causes the need for additional rules is tracking the ammo loaded in the gun. People know that older guns needed to be reloaded after every shot, and generally don't like hand-waving that away. However, that problem doesn't exist for more modern or futuristic weaponry. A laser rifle could conceivably be powered by a battery that won't run out in combat, so it dodges the ammo tracking concerns. Modern guns on the other hand can be quickly reloaded by swapping magazines, which is so fast that it wouldn't even take an action. You could abstract out bullet tracking to the same degree that people track arrows in D&D currently. So the concerns about reloading go away with modern weapons, making them arguably a better fit for D&D than older firearms. Meh, D20 Modern worked well enough for me, and it used the 3E D&D rules for guns and sci-fi weapons. I don't see what those rules are lacking. Can you point out what [i]would[/i] be needed for gun rules in your opinion? We can't have a discussion if all you say is "no, that won't work" without any explanation of why. [/QUOTE]
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