Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Guns and D&D - are we doing it wrong? An alternative
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Leatherhead" data-source="post: 9278942" data-attributes="member: 53176"><p>Honestly the primary problem with guns is that people overthink and overdesign them mostly due to the design philosophy of weapons.</p><p></p><p>Every D&D weapon is designed, in large part, mindful of the myths of the weapon in mind. Swords are a noble's weapon meant for fighting other people, so there are like a billion magical swords just lying around in every official adventure (after all, only nobles could afford enchanting that many weapons). Axes are the savage weapons of brutes, and therefore barbarians have abilities that are specifically designed to work with greataxes but not greatswords. Staffs are the weapon of the wizened, so they also function as a magical focus for wizards. Daggers work with sneak attacks, but your fists don't, because assassins use daggers in the night, while martial artist make a big show about punching you in the face. And this also applies guns. Guns are thought of as weapons of little skill needed and immense power output, to the point where they violate the rules of all other kinds of combat, obsoleting everything else. </p><p></p><p>What happens when people consciously or subconsciously work this idea into the rules of guns, is that people put too much power in the gun itself, and not enough in the character wielding the gun. Which is totally backwards compared to every other weapon in the game. Swords and bows are mundane and lethal, yes, but even mundane martial characters do impossible things with them, like interrupt someone else's turn and attack 8+ times in a fraction of a second (hi to you, Samurai) or boost the power of a single attack to do over 4X damage (Pick any Rogue). So naturally, when you make a weapon that is supposed to break the rules of the weapon subsystem, <em>it breaks the rules of the weapon subsystem</em>. They just don't jive, because they aren't supposed to jive.</p><p></p><p>So how are you supposed to put a square shaped weapon into a circle based hole? You don't. Instead you look for a subsystem that fits better. You want an object, that deals significant burst damage, can't be significantly boosted by the character using it, and has limited uses? </p><p></p><p>You want a magic wand. One shot takes one charge. "Reloading" the wand (with whatever frame of time you want)gives you another charge. You could even have special guns with multiple charges (like double barrel guns). You can set the damage to be however high you want. You can set the default accuracy to whatever you want. You can customize the damage type, area of effect, exactly how much noise and flash and even smoke they give off. Basically everything is fair game once you stop designing the gun as part of the weapon system.</p><p></p><p>Or, you can just make them slightly tweaked copies of crossbows that make a loud noise. If you are more interested in making the character using the gun more important than the gun itself.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 9278942, member: 53176"] Honestly the primary problem with guns is that people overthink and overdesign them mostly due to the design philosophy of weapons. Every D&D weapon is designed, in large part, mindful of the myths of the weapon in mind. Swords are a noble's weapon meant for fighting other people, so there are like a billion magical swords just lying around in every official adventure (after all, only nobles could afford enchanting that many weapons). Axes are the savage weapons of brutes, and therefore barbarians have abilities that are specifically designed to work with greataxes but not greatswords. Staffs are the weapon of the wizened, so they also function as a magical focus for wizards. Daggers work with sneak attacks, but your fists don't, because assassins use daggers in the night, while martial artist make a big show about punching you in the face. And this also applies guns. Guns are thought of as weapons of little skill needed and immense power output, to the point where they violate the rules of all other kinds of combat, obsoleting everything else. What happens when people consciously or subconsciously work this idea into the rules of guns, is that people put too much power in the gun itself, and not enough in the character wielding the gun. Which is totally backwards compared to every other weapon in the game. Swords and bows are mundane and lethal, yes, but even mundane martial characters do impossible things with them, like interrupt someone else's turn and attack 8+ times in a fraction of a second (hi to you, Samurai) or boost the power of a single attack to do over 4X damage (Pick any Rogue). So naturally, when you make a weapon that is supposed to break the rules of the weapon subsystem, [I]it breaks the rules of the weapon subsystem[/I]. They just don't jive, because they aren't supposed to jive. So how are you supposed to put a square shaped weapon into a circle based hole? You don't. Instead you look for a subsystem that fits better. You want an object, that deals significant burst damage, can't be significantly boosted by the character using it, and has limited uses? You want a magic wand. One shot takes one charge. "Reloading" the wand (with whatever frame of time you want)gives you another charge. You could even have special guns with multiple charges (like double barrel guns). You can set the damage to be however high you want. You can set the default accuracy to whatever you want. You can customize the damage type, area of effect, exactly how much noise and flash and even smoke they give off. Basically everything is fair game once you stop designing the gun as part of the weapon system. Or, you can just make them slightly tweaked copies of crossbows that make a loud noise. If you are more interested in making the character using the gun more important than the gun itself. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Guns and D&D - are we doing it wrong? An alternative
Top