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<blockquote data-quote="Felix" data-source="post: 2181367" data-attributes="member: 3929"><p>What "terrible power"? The non-futuristic guns in the DMG are sub-standard compared to the other mideval weaponry.</p><p> </p><p><u>Note the drawbacks:</u></p><p></p><p>Require Exotic Weapon Prof: (firearms).</p><p>Require Standard Action to reload.</p><p>Require gunpowder, which is expensive, flammable, destroyed by water, and quickly expended.</p><p>Expensive.</p><p>Does not allow high STR to modify damage.</p><p>Ammunition is relatively expensive and hard to come by.</p><p>Easily sundered, difficult to repair.</p><p></p><p><u>The advantages:</u></p><p></p><p>Good range incriments.</p><p>Two die types higher damage (d10 instead of d6).</p><p>Cool.</p><p></p><p>The first advantage of good range is plutzed when you consider that encounter distances are generally within 100-150 feet. And once the enemies close, who needs a good range incriment?</p><p></p><p>That last advantage had better be pretty darn important for the PC for him to devote his character to wielding these sub-par weapons. He will eternally be relegated to the rear lines for support as he will only be able to attack once in every two rounds. No one will want to be near him in case a <em>fireball</em> ignites his gunpowder.</p><p></p><p>Really, the guns in the DMG don't need your help to make them weaker. They're already there.</p><p></p><p></p><p>Arrows that hit the target are broken as well, and yet bows pass on to them magic... And the bullet being deformed is part of what makes them hurt; soft bullets pulverize bones as they spread out when hitting the body. It's one of the things what made wounds from those things so ugly.</p><p></p><p>Ware introducing physics into game mechanics. It gets messy. Besides, what you say is absurd... <em>every</em> weapon relies on kinetic energy to damage the foe... why do you think STR bonuses are added to melee weapon damage?</p><p></p><p>Their average damage is around 6. You'd like to make it harder for them to pierce DR when the lowest DR is generally 5/something?</p><p></p><p>If you </p><ul> <li data-xf-list-type="ul">a) only allow adamantine bullets (which will be prohibitively expensive) to be enchanted.</li> </ul> <ul> <li data-xf-list-type="ul">b) do not allow guns to transfer magical properties to the bullets fired (and magical ammo is generally much more costly than a magic transferring weapon).</li> </ul> <ul> <li data-xf-list-type="ul">c) make the bullet even less able to penetrate DR (which reduces the effectiveness of using the bloody expensive things)</li> </ul><p>then you will have <em>absolutely nobody</em> who is at all familiar with opportunity costs who chooses to use firearms as a weapon, PC or otherwise. If that is your intent, then you will succeed in a grand fashion.</p></blockquote><p></p>
[QUOTE="Felix, post: 2181367, member: 3929"] What "terrible power"? The non-futuristic guns in the DMG are sub-standard compared to the other mideval weaponry. [U]Note the drawbacks:[/U] Require Exotic Weapon Prof: (firearms). Require Standard Action to reload. Require gunpowder, which is expensive, flammable, destroyed by water, and quickly expended. Expensive. Does not allow high STR to modify damage. Ammunition is relatively expensive and hard to come by. Easily sundered, difficult to repair. [U]The advantages:[/U] Good range incriments. Two die types higher damage (d10 instead of d6). Cool. The first advantage of good range is plutzed when you consider that encounter distances are generally within 100-150 feet. And once the enemies close, who needs a good range incriment? That last advantage had better be pretty darn important for the PC for him to devote his character to wielding these sub-par weapons. He will eternally be relegated to the rear lines for support as he will only be able to attack once in every two rounds. No one will want to be near him in case a [i]fireball[/i] ignites his gunpowder. Really, the guns in the DMG don't need your help to make them weaker. They're already there. Arrows that hit the target are broken as well, and yet bows pass on to them magic... And the bullet being deformed is part of what makes them hurt; soft bullets pulverize bones as they spread out when hitting the body. It's one of the things what made wounds from those things so ugly. Ware introducing physics into game mechanics. It gets messy. Besides, what you say is absurd... [i]every[/i] weapon relies on kinetic energy to damage the foe... why do you think STR bonuses are added to melee weapon damage? Their average damage is around 6. You'd like to make it harder for them to pierce DR when the lowest DR is generally 5/something? If you [list]a) only allow adamantine bullets (which will be prohibitively expensive) to be enchanted. [/list] [list]b) do not allow guns to transfer magical properties to the bullets fired (and magical ammo is generally much more costly than a magic transferring weapon). [/list] [list]c) make the bullet even less able to penetrate DR (which reduces the effectiveness of using the bloody expensive things)[/list] then you will have [i]absolutely nobody[/i] who is at all familiar with opportunity costs who chooses to use firearms as a weapon, PC or otherwise. If that is your intent, then you will succeed in a grand fashion. [/QUOTE]
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