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Let's Talk About Guns in 5E
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<blockquote data-quote="Indagare Nogitsune" data-source="post: 9890994" data-attributes="member: 40018"><p>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 <em>is</em> 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 <em>everything</em>. </p><p></p><p>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.</p><p></p><p>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 <em>magic</em> 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.</p><p></p><p></p><p></p><p>That's also true, and this can be very campaign-dependent. However, there's also not really any good reason it <em>couldn't</em> 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.</p><p></p><p></p><p></p><p>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 <em>have</em> 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 <em>couldn't</em> be developed. The Artificer (Artillerist) comes immediately to mind for this.</p></blockquote><p></p>
[QUOTE="Indagare Nogitsune, post: 9890994, member: 40018"] 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 [I]is[/I] 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 [I]everything[/I]. 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 [I]magic[/I] 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 [I]couldn't[/I] 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 [I]have[/I] 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 [I]couldn't[/I] be developed. The Artificer (Artillerist) comes immediately to mind for this. [/QUOTE]
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