Hand of Evil said:
You also have to think about fear; guns in the wrong hands. Would not the Wizard Guild see them a threat to their power base, what about the gods?
What is the cost of a gun vs Wand (include ammo)? Don't have my books or I would do a side by side.
What about the gods? I say it should depend on the god/religion. Dwarven and Gnomish gods probably would like the new advance (they're generally pro-technology and associated with iron and fire), while some gods of Nature might dislike the idea; think of the Hammerite-Pagan conflict in the
Thief computer game.
And while guns make some of the lower-level direct-damage offensive spells far less useful, they make other spells EXTREMELY valuable (even the 1st level Mage Armor gives +4 to AC that NOTHING could penetrate, not even guns), and do not effect most other spells. Mage Guilds might actually start to diversify into bodyguarding in such an era!
Cost and Performance Comparison:
Wand of Magic Missiles (Caster Level 1): 750 GP; holds 50 charges; attacks once per action; always hits; 1d4+1 damage, no save; range 110 ft.
Wand of Fireballs (Caster Level 5): 11,250 GP; holds 50 charges; attacks once per action; always hits (unless obstructed); 5d6 damage, reflex save halves; range 600 ft.; effect radius 20 ft.
DMG 3.0E - Musket: 500 GP; takes one standard action to reload; standard attack roll to hit; 1d12 damage, crit x3; range increment 150 ft.; 50 bullets cost 15 GP; a powder horn holds 2 pounds of powder and costs 35 GP but it isn't clear how much powder each shot needs.
Fantasy Flight's Sorcery and Steam - Flintlock Musket: 180 GP; takes a full round to reload unless feats/skills are involved (then it could even take a move-equivalent action!); standard attack roll to hit (or the optional ranged touch attack to hit); 2d8 damage, crit x3; range increment 100 ft.; 50 bullets cost 2.5 GP and the powder needed to fire them costs 10 GP.
I am currently thinking about adopting the Steam&Sorcery rules with the following modifications: Ranged touch attack unless against an "armor of proof" (magical or just Masterwork?) or the natural armor of certain creatures (DM's discretion); I'll be using mostly Matchlocks; All firearm-related costs are 75% of usual due to early attempts of mass-producing them (I'll be running a Steampunk campaign); load time 3 full rounds, 2 with the Rapid Reload feat OR with a successful Munitions skill check, 1 full round with both Rapid Reload AND a successful Munitions skill check.