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Making guns palatable in high fantasy [Design Theory]
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<blockquote data-quote="Ahnehnois" data-source="post: 5760563" data-attributes="member: 17106"><p>I think the real problem with guns is that they highlight existing problems with the game.</p><p></p><p>It is intuitively obvious to most people that a completely untrained person can pick up a gun a shoot someone, killing them instantly. It happens all the time, often without intent. This is virtually impossible to model in the D&D hit point system while maintaining any sense of balance. The same may in theory be true of other weapons or of magic, but it seems most salient with firearms.</p><p></p><p>I think that the historical context of firearm use in D&D is much easier to rationalize than the mechanical versions that have been tried. I also think that this issue is one of the largest problems with d20 Modern and a siginificant reason why roleplaying continues to focus on the fantasy genre.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 5760563, member: 17106"] I think the real problem with guns is that they highlight existing problems with the game. It is intuitively obvious to most people that a completely untrained person can pick up a gun a shoot someone, killing them instantly. It happens all the time, often without intent. This is virtually impossible to model in the D&D hit point system while maintaining any sense of balance. The same may in theory be true of other weapons or of magic, but it seems most salient with firearms. I think that the historical context of firearm use in D&D is much easier to rationalize than the mechanical versions that have been tried. I also think that this issue is one of the largest problems with d20 Modern and a siginificant reason why roleplaying continues to focus on the fantasy genre. [/QUOTE]
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Making guns palatable in high fantasy [Design Theory]
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