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<blockquote data-quote="Brutalskars" data-source="post: 5399477" data-attributes="member: 95324"><p>"It could be lightly integrated. Firearms are distinct weapons with their own characteristics. Setting impact is light but basic economic factors are accounted for and some impact on society and fortifications, armies, etc. is considered" -Marcq</p><p></p><p>Yes. See we found that we were able to use the firearms both in a colonial way and in other ways. In one part of our campaign a halflinf sniper pinned down the group using a +2 "Ultra-Keen" Flintlock, basically had a critical range of 18-20 x3. And he pegged two of the NPC soldiers that were with the party, killing both.</p><p>There were plenty of times guns were outclassed, one instance was a human captain bragged of his men's rifles, double barrel flintlocks. They were attacked at twilight along with the party. The enemy was gnolls armed with composite short bows with poisoned arrows. The poison was a paralytic.</p><p></p><p>Twenty riflemen did not stand a chance against a rabble of about 12 gnolls that caught them by suprise. The heros hardly won the fight. One of the gnolls was actually shot. </p><p></p><p></p><p>Tactics changed a lot in our world. Knights generally carried a preloaded pistol with them and sometimes a blunderbuss and would ride into battle discharging the blunderbuss instead of using a lance. Then they would switch to longswords.</p><p>A dwarven gatling gun of sorts was in one game, the party took it and used it to keep back an ogre advance of about twenty or so ogres. No ogres died from it, but it made them halt the charge and take over while NPC riflemen got ready and swordsmen lined up.</p><p></p><p></p><p>Guns caused combat to evolve. It actually caused healers to rethink their efforts. Because the use of guns caused men to drop from a volley at close range, so healers were closer to battles. More combat medic like, instead of a cleric being a good fighter clerics focused on being very hard to kill and healing comrades.</p></blockquote><p></p>
[QUOTE="Brutalskars, post: 5399477, member: 95324"] "It could be lightly integrated. Firearms are distinct weapons with their own characteristics. Setting impact is light but basic economic factors are accounted for and some impact on society and fortifications, armies, etc. is considered" -Marcq Yes. See we found that we were able to use the firearms both in a colonial way and in other ways. In one part of our campaign a halflinf sniper pinned down the group using a +2 "Ultra-Keen" Flintlock, basically had a critical range of 18-20 x3. And he pegged two of the NPC soldiers that were with the party, killing both. There were plenty of times guns were outclassed, one instance was a human captain bragged of his men's rifles, double barrel flintlocks. They were attacked at twilight along with the party. The enemy was gnolls armed with composite short bows with poisoned arrows. The poison was a paralytic. Twenty riflemen did not stand a chance against a rabble of about 12 gnolls that caught them by suprise. The heros hardly won the fight. One of the gnolls was actually shot. Tactics changed a lot in our world. Knights generally carried a preloaded pistol with them and sometimes a blunderbuss and would ride into battle discharging the blunderbuss instead of using a lance. Then they would switch to longswords. A dwarven gatling gun of sorts was in one game, the party took it and used it to keep back an ogre advance of about twenty or so ogres. No ogres died from it, but it made them halt the charge and take over while NPC riflemen got ready and swordsmen lined up. Guns caused combat to evolve. It actually caused healers to rethink their efforts. Because the use of guns caused men to drop from a volley at close range, so healers were closer to battles. More combat medic like, instead of a cleric being a good fighter clerics focused on being very hard to kill and healing comrades. [/QUOTE]
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