D&D 4E Gunpowder in 4E?

What do you think about gunpowder in 4E core?

  • I would like to see gunpowder in the 4E core rules.

    Votes: 124 41.8%
  • I'm indifferent.

    Votes: 88 29.6%
  • I do not want to see gunpowder in the 4E core rules.

    Votes: 85 28.6%

  • Poll closed .
I don't have a problem with gunpowder in the core rules, but it isn't necessary that it be there in order for me to enjoy the core books either.

But after all, gunpowder was explored in 1e (DMG, UA), 2e (PH) and 3e (DMG again). Why not leave it in?
 

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Without rifled barrels, guns don't work except as massed units firing upon eachother. The reason is that they simply don't shoot straight. The bullet bounces around through the barrel, and heads off in a random trajectory, definately not straight ahead. It was useless to try to hit a specific target; if sniping had been possible officers would not have ridden on horseback in brightly colored uniforms.

A pistol might be useful at point blank range, but at ten paces (such as a duel) you could count on missing because you don't even know which direction the bullet would be heading in.
 

Like jasonbostwick, I run a Ptolus game so guns are out there. None of my PCs use one at the moment, even though they've found several and even a couple of masterworks. In Ptolus, guns do better damage than crossbows but are expensive and have a chance of misfiring. The ammunition is expensive too - when fired on by bad guys for the first time, the merchant cleric said "stop him, do you know how much each shot is worth?" or something to that effect :)

This is the first time I've ever used guns in a D&D campaign, and no problem so far. There has certainly been no rush by the PCs to arm themselves with guns, even though they have a fair amount of disposable cash. I think the place for gun rules in D&D is where they've always been thus far - as an optional section in the DMG. They have a place at least there because of the various genres they would serve - steampunk, pirates, Three Musketeers swashbuckling to name a few.
 

Mourn said:
Complicated? You must be reading an entirely different 3e/3.5e DMG than I am, since the Renaissance firearms rules don't even take up half a page of description and have no unique mechanics associated. In fact, the only reasons that really stop people from using them are (a) no desire for technology above medieval or (b) they're weak.


"No."

That normally works for me.

A lack of rules can be complicated because then you have to come up with everything. :)

If they weren't in at all it isn't an issue, but when you put a teaser half page in it doesn't give you much to work with when you decide to put them in your games. And filling in all the left out rules coming up rulings on how it works when not used in the intended manner, well that does get complicated.

And "No" works great when its "no" to gunpowder. Saying yes to gunpowder and mysteriously "no" to bombs is much harder to pull off and keep satisfied players.
 


I never thought I'd say this, but I think DnD could stand to take a page from WoW's spellbook. I like the way guns are presented there, basically another ranged weapon with no huge advantage or disadvantage (the alternate flavor crossbows, as mentioned earlier) and I love the huge, imposing cannons on the sides of the Dwarven mountain strongholds. Guns don't have to change much if you don't want them to, and I highly doubt that guns being in core and homeruling them out of existence would be too difficult. How hard is it to say "no guns in my game" compared to saying "no scythes in my game"?
 

As I've said elsewhere: I've never played in a D&D game that did not include gunpowder. Dwarves have guns. Period.

To me, it's an essential part of the high fantasy experience and it'll be a part of our game regardless of where it shows up in the rules. And that's cool with me.
 




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