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How will guns change a D&D world?
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<blockquote data-quote="Shades of Green" data-source="post: 2306170" data-attributes="member: 3297"><p>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 <a href="http://www.thief-thecircle.com" target="_blank">Thief</a> computer game.</p><p></p><p>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!</p><p></p><p><strong><u>Cost and Performance Comparison:</u></strong></p><p></p><p><strong>Wand of Magic Missiles (Caster Level 1):</strong> 750 GP; holds 50 charges; attacks once per action; always hits; 1d4+1 damage, no save; range 110 ft.</p><p></p><p><strong>Wand of Fireballs (Caster Level 5):</strong> 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.</p><p></p><p><strong>DMG 3.0E - Musket:</strong> 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.</p><p></p><p><strong>Fantasy Flight's Sorcery and Steam - Flintlock Musket:</strong> 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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Shades of Green, post: 2306170, member: 3297"] 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 [URL=www.thief-thecircle.com]Thief[/URL] 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! [B][U]Cost and Performance Comparison:[/U][/B] [B]Wand of Magic Missiles (Caster Level 1):[/B] 750 GP; holds 50 charges; attacks once per action; always hits; 1d4+1 damage, no save; range 110 ft. [B]Wand of Fireballs (Caster Level 5):[/B] 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. [B]DMG 3.0E - Musket:[/B] 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. [B]Fantasy Flight's Sorcery and Steam - Flintlock Musket:[/B] 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. [/QUOTE]
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