James Gasik
I could be playing Tales of the Valiant right now
I thought that was Clarke's Third Law.For shame.
I thought that was Clarke's Third Law.For shame.
The humanoid pterodactyl looks at you and says: "I don't want to cure cancer! I want to turn people into dinosaurs!"But with science like that, you could cure cancer!
I don't really follow this. I said "magical innovations" not "technological innovations". I know perfectly well that if given one solution that's known to work (magic) it's not very likely that other solutions (chemistry/medicine/etc.) are going to be looked at quite as seriously. However there is a Medicine skill, which implies people at least know enough non-magical healing for it to be a viable option. There are also regular tool proficiencies, which implies people don't see magic as a solution for everything.
Plus there are people who study magic: Wizards (especially Order of the Scribes) and Artificers. While 5e seems to be very unfriendly towards the creation of new magic items, from an in-world perspective there ought to be quite a lot of study on the matter. Armors were developed to counter various types of weapons: weapons various types of armors. People are constantly looking for ways to get the upper hand in battle scenarios.
Since at least the Industrial Revolution, there has been a tie between military advancement in tech and the eventual use of that tech in civilian life. Now, a magic Industrial Revolution (similar to Eberron) might not happen, but people would indeed be using magic as a solution and probably try to be innovative with it.
That's also true, and this can be very campaign-dependent. However, there's also not really any good reason it couldn't either. The trick, mostly, is figuring out what exists and how it works. The mass manufacture of items is certainly where the limitation comes in. If it becomes quick and easy to create magic items then it also means the costs of those items go down. The balance issue becomes one of dealing with folks who have what they need for most scenarios rather than the starvation rations that is more typical of D&D.
So, I gave examples of spells that would likely give the same effects as the weapons in question both to show that (from a game perspective) they don't have to be over-powered but also that there are already spells that could give the same effect. I don't think firearms (as we recognize them) would be developed because there are already spells that do the same thing. However, that doesn't mean they couldn't be developed. The Artificer (Artillerist) comes immediately to mind for this.
I think, even more so, is "does it fit here?" There's a large amount of Ren Faire in fantasy worlds. They won't make sense as applied to real history. As Remathilis mentioned, Eberron basically worked things backwards to get what they wanted. It could be the same for any setting that has any tech someone really wants to be in it.I guess the question that needs to be answered is twofold for any innovation. "How would someone create it?" and "Would it be worth the effort?".
Bombs would get met with magical shields against them. The whole thing will likely end when someone finds a way to vanish entire cities to the Shadow Realms.I wonder if people wouldn't instead just create bombs and better delivery systems for them.
Well, that depends. There's a difference between a magical firearm that acts like Hank's bow from the D&D cartoon and one that relies on ammo. It'd be then like the printer and ink scenario where a printer can become very cheap but the ink to use it becomes very expensive. Plus, some of them would start selling "bullet proof vests".Another thing to consider, however, is that magic could obviate many problems of our guns. An enchanted firearm could solve many of the issues involved, making them the equivalent of modern firearms. But would magicians be all that interested in creating their own competition? If guns become better than offensive magic, would they see this as a threat to their bottom line?
Don't forget that having a reputation for "making things that last" used to be a matter of pride before folks started getting greedy. It also presumes a society that will go capitalist to that extent rather than turning into one where universal basic income guarantees everyone's needs are met, so buying stuff on a whim is much easier.Many inventions in our world were suppressed or discarded for being too good for the market to bear. Many things that we frequently have to replace could be made much longer lasting, but then the companies who make those products would go out of business!
Well, it also depends on the type of fantasy. For instance, something based on the Golden Age of Piracy would look weird without guns as side-arms.Now all of this having been said, I'm not against firearms in a fantasy setting. But I think they should be rarer, more expensive, and ultimately, only somewhat superior to other options, otherwise, the game risks changing radically, with swords and shields being phased out for rifles with bayonets, and "pure melee" classes like the Barbarian would eventually go extinct, among other changes.
There's another thread on guns that, I think, covers some of this.For example Kobold Press has firearms rules. My Fighter is an archer who uses a greatbow. Same cost as a rifle, same damage*, but I have twice the short range, though I do need 13 Strength.
*of course, gunpowder weapons do "explode", that is, if you roll the maximum damage on a die, you can reroll it, up to a number of rerolls equal to your proficiency bonus, so the top end damage of 2d6 is higher, but I can be 100' away instead of 50', so I still have an advantage
This is not a particularly important question to me. My only question is: do guns work in play and are they fun?I guess the question that needs to be answered is twofold for any innovation. "How would someone create it?" and "Would it be worth the effort?".
my problem with just "slap advantage on it" is that it's so...binary. you either have it or you don't (plus in that case specifically it means guns can never have disadvantage, only flat rolls).one idea some friends and I brainstormed was "guns start with advantage to hit". You may say thats crazy....but...
It emulates ease of training and use.
It adds to average DPR without special dice sizes for guns.
It can be negated by situation/circumstances.
"Done"![]()
Yeap, I dont care if its a single shot and black powder pack every round, or a 30 round magazine. As long as the mechanics work in line with the rest of the system, whatever.This is not a particularly important question to me. My only question is: do guns work in play and are they fun?

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