Guns, D&D, and DDM

What's your stance on Guns in D&D and DDM?


I don't think I have ever used guns in D&D. In Warhammer all the time but not D&D. That said I really wouldn't mind a few guns toting minis for DDM. 3-4 per year would be plenty though. A pirate/seagoing type set would be perfect for a few gunners. heck I'd even take a cannon in a set like that.
 

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ehren37 said:
A gun now and then wouldnt bother me. I use them as the campaign warrants them. Al-Quadim? No. Ravenloft? Sure.

I dunno, Arabia says mysterious and exotic alchemical experiments to me (maybe because I like the Mechanician kit in the Sha'irs Handbook so much).
 

Holy Bovine said:
3-4 per year would be plenty though.

That would be more than one per set (we get 3 sets a year). I'm all behind the idea of DDM figures with guns, but even I would call that too much, to be honest. I'd go with 1-2 per year, maybe even less.

DreadPirateMurphy said:
Well, you might be able to make a campaign-specific case for it, but in most campaigns it seems like being able to use magic is about as respected as being a licensed hairdresser. Anybody with an Int, Wis, or Cha score of 11 or above could be a spellcaster.

That is true, and my equiliser statement is probably something you don't see often.

The part about Gond isn't just form a homebrew world or anything: It's from the FR, which I'm convinced is the most successful D&D campaign setting of all time.

As for being the great equalizer...hm, I really don't see how a squad armed with smooth-bore muskets is going to beat a first-level wizard with a scroll of protection from arrows and a wand of magic missile.

Actually, that's a bad example. That wizards will get DR 10/magic against ranged weapons, until the spell has absorbed 10 points of damage. A musket deals 1d12 damage. So with a squad of "musketeers" would probably gun him down in no time. What kind of HP does that wizard have? I'd guess about 6 HP, that means he drops at 17 points of damage total. That's 3 hits on average.

As for areas with anti-magic or pro-technology sentiment...well, that's possible (though it falls under campaign-specific). I would want a good reason why a magic-hating area wasn't conquered at some point by a neighbor who was a little more willing to throw fireballs and send iron golems marching into battle. There's a reason why crossbows, dynamite, and machineguns were all adopted despite public condemnation -- do unto others before they can do unto you.

I guess you have to ask Ed Greenwood about that. I don't know too much about the history of Lantan, but I do know that they haven't been conquered yet, and they have gunnes.

I don't know about logic, but I do know that the fact that the Realms have gunnes (including explicit mentioning in the FRCS) means that you can't shrug them off as a novelty in some campaign setting that three people bought.
 

Guns are fine...even the occasional (and oft-malfunctioning!) gatling gun for the technically-inclined gnome artificer. But it's important that if its "high tech", even like a renaissance firearm, it WILL malfunction. At my option. Possibly probably right when you need it.
 

VirgilCaine said:
I dunno, Arabia says mysterious and exotic alchemical experiments to me (maybe because I like the Mechanician kit in the Sha'irs Handbook so much).

Oh, there was all sorts of clockwork stuff. And the tunfek, or whatever the greek fire oil launcher was called. Nothing says fun like a face full of flaming goop shot out of an alphorn.
 

KrazyHades said:
Guns are fine...even the occasional (and oft-malfunctioning!) gatling gun for the technically-inclined gnome artificer. But it's important that if its "high tech", even like a renaissance firearm, it WILL malfunction. At my option. Possibly probably right when you need it.
Are there comparable rules for hand crossbows and repeating crossbows?
 

I don't consider guns to be a good element for D&D ... adding guns almost makes the game another genre. Now, I suppose they're OK for the occasional one-shot (whether wild-west crossover, Return to the Barrier Peaks, or whatever), but as a standing part of a campaign they feel a bit outside the genre. Take Murlynd's six-shooters: downright stoopid. When guns get introduced I feel like I should drop magic & substitute technology.

And I know there are great settings based on steampunk, or Victorian eras, or magetech, or pirates where guns fit perfectly ... those settings just aren't what I think of when I think D&D.
 

Kae'Yoss said:
The part about Gond isn't just form a homebrew world or anything: It's from the FR, which I'm convinced is the most successful D&D campaign setting of all time.

However, they are a marginal element of the setting. Guns are not part of the core FR experience. (They may be in the FRCS, but few campaigns use them).
 



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