Guys the OP has requested you stop arguing about something unrelated to his original intent. Can one of you just start your own thread and continue this there (since it will clearly never end)?
For the record, I don’t mind the “here’s what I’d like to do, with a tweak here and there”. The gattling gun discussion for example. I think that’s still in the spirit of the thread. What I’d like to avoid is the “that’s dumb, D&D sucks for that” or the endless argument why dnd rules aren’t realistic enough, or how HP are garbage.
Yeah, what genre is Fallout: New Vegas? That's my second choice for an answer to the OP.
All this stuff about guns and westerns is fine but doesn't get me any closer to what I'd like to know: how much mangling (beyond the obvious removal of ranged AoE damage spells) would it take to get D&D to work halfway well in an Age of Sail setting?
The answer is pretty much the same as for a Western - as much as you want to do.All this stuff about guns and westerns is fine but doesn't get me any closer to what I'd like to know: how much mangling (beyond the obvious removal of ranged AoE damage spells) would it take to get D&D to work halfway well in an Age of Sail setting?
Literally, quite a bit: you'll want detailed rules for amputations and primitive prosthetics.All this stuff about guns and westerns is fine but doesn't get me any closer to what I'd like to know: how much mangling (beyond the obvious removal of ranged AoE damage spells) would it take to get D&D to work halfway well in an Age of Sail setting?
Seriously, though, hardly any, you would need to add some sort of specialized combat system for ship battles, depending on how historical you want to get with them. If you just want to do a Pirate Movie kinda Age of Sail, though, the action will usually come down to boarding, anyway, and the kind of relatively small-scale combats already familiar in D&D.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.