Kae'Yoss
First Post
Wraith-Hunter said:First of all game designers can't even get out an encylopedia and record the weight of swords and armor correctly. And trying to make the combat system realistic is a nightmare.
I never bother with realistic in D&D. Realistic tends to be boring.
And the swords that are too heavy never ruined the game for me.
I want to be able to suspend my disbelief and I know way too much about firearms and the designers will CERTANLY get things wrong.
Have gotten wrong, you mean: The gunnes and rules are already in the D&D core rules.
They have all the basic ranged weapon specs, say that they need gunpowder in addition to ammo, and take a standard action to reload. That's basically all they say about it. They don't get into technical detail, and they don't really have to.
Plus when I play D&D I want to play sword and sorcery. I don't want to play with firearms in game. There are plenty of other settings for that and if I want to play that then I will play in one of those games. Let D&D stay sword and sorcery and have other games for firearms.
D&D is not a setting, it's a ruleset. D&D has settings. Many of those settings already include guns: Lots of d20 stuff, the old Spelljammer, Ravenloft, and the Forgotten Realms - the most successful D&D setting ever.
D&D supports tons of different games and stiles: High fantasy, apocalyptic fantasy, space fantasy, horror, and so much more, Eberron-type fantasy (with what is basically living robots).